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Dan, beta test my game ;)
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Tue Oct 27, 2009 1:09 am    Post subject: Reply with quote

adam450 wrote:
The idea for the static maps was to keep fill-rates down. Even if it is a local shadow map for the player, I can just snapshot the static stuff every second, and update the dynamic local one every frame. You could also do RGB channel, and render all the static stuff to the R channel, and dynamic stuff to the G channel. That way it would still not write as many pixels.

Regardless, I have a new demo. Your probably busy, but if not, it's a whole lot better.
http://www.mediafire.com/?sharekey=6e2367b765d6be49d2db6fb9a8902bda


Yea, I use that for one of my four layers...the projected textures, r is naer g is global and b is lighitng, a is clipping texture for terrain. Plus I do the self shadoiwng, and true shadow mapping for self occluding terrain / objects.

Though I don't think only writing to a single channel buys much performance, the reason I do it is so I don't need 4 samplers just 1, otherwise I'd have to render my scenes in 2 passes.

As it stands now I can do the terrain in 1 pass using 16 texture samplers.


A single static shadow map still isnt much good in practice, once your levels are too big to get good resolution, or you have dynamic scene geometry, or dynamic time of day .... any of those will break the static shadow systme.

You might as well precompute lightmaps Laughing
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He replied, "I just kind of optimized for game play."

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adam450
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Joined: 11 Oct 2009
Posts: 53

PostPosted: Thu Oct 29, 2009 9:30 pm    Post subject: Reply with quote

Do you by chance have any ATI cards that can run your game? By chance a HD4670?

My app is crashing on a valid openGL texture upload to the GPU. Not sure if its a driver issue or what because it load a couple and then crashes with all valid data in the function call.
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Fri Oct 30, 2009 2:26 am    Post subject: Reply with quote

adam450 wrote:
Do you by chance have any ATI cards that can run your game? By chance a HD4670?

My app is crashing on a valid openGL texture upload to the GPU. Not sure if its a driver issue or what because it load a couple and then crashes with all valid data in the function call.



Yup I have one of those ATI HD23435 deals, not sure of the number though, that machine is off right now
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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