Page 7 of 11

Posted: Wed 24 Oct, 2007 11:17 am
by benryves
Being able to do those things with D3D7 is very cool, I just found it quite surprising. The first time I looked at DirectX it was D3D8 in VB6... :)
Toaster wrote:Do you have any links for this pipeline? I am kinda interested as long as its' free.. :roll:
The latest DirectX SDK is a good place to start. :) The advantage of the programmable pipeline is that you handle all of the rendering (transformation, lighting, texturing) yourself so can effectively do anything you like. You just have to write the vertex + pixel shaders, which are easy enough using HLSL (and the D3D docs contain a simple effect file that provides basic transformation and texturing that you can expand on).

Here's the world.fx that I use to render Quake levels (it simulates the look of the software renderer).

Posted: Thu 25 Oct, 2007 4:44 am
by Toaster
Thanks Ben I am going to look into it... I am also experimenting with DOF, and some refraction. :P

-Toaster

Posted: Sun 04 Nov, 2007 4:48 am
by Toaster
Just some screenshots.. First one is of the level editor I am rewriting it so it looks much better the 2nd one has bumpmapping and reflection along with a nice bloom filter..

Image

Image

I hope you guys like it... :P

-Toaster

Posted: Sun 04 Nov, 2007 2:07 pm
by Liazon
O.O *jaw drop

Posted: Sun 04 Nov, 2007 3:37 pm
by King Harold
looks nice (aren't those poles supposed to cast a shadow on the floor though?) is this in DX7?

Posted: Sun 04 Nov, 2007 6:06 pm
by Super Speler
I wish I could do that kind of stuff, it's incredible!

Posted: Sun 04 Nov, 2007 8:54 pm
by Toaster
Thanks everyone!

King Harold: I did put shadows in this demo but I could in a flash. :D and this is completely directX 7. :twisted:

Posted: Mon 05 Nov, 2007 3:38 am
by kalan_vod
The level editor is looking very nice, and the second picture is great also!

Posted: Mon 05 Nov, 2007 4:24 am
by Toaster
Then how bout some water...

Image

-Toaster

Posted: Mon 05 Nov, 2007 4:48 am
by tr1p1ea
Wow, thats really impressive toaster! This project has no shortage of eye-candy.

Posted: Mon 05 Nov, 2007 8:44 pm
by Toaster
Thanks I've made it so you can change the bump X,Y texture scale as long with the bump height. You can change the water color as well and set it up the scale so that it can be as long as you want I did a test 100000,100000 of my world units thats incredibly large like super gigantically large. Still the same framerate as before thanks to bumpmapping.

Posted: Mon 05 Nov, 2007 10:32 pm
by Halifax
Is this software-accelerated or a hardware-accelerated shader? If it is a shader, can you post the code?

Posted: Mon 05 Nov, 2007 10:37 pm
by Super Speler
Hmm... the bright lines in the water honestly make it worse, but other than that, it's great!

Posted: Mon 05 Nov, 2007 11:13 pm
by Toaster
Halifax: Its not a shader I am using directX 7.. :) I made a simple plane with a bumpmap/cubemap on it. Then I move the bumpmap to make the waves. Really simple nothing to super about it.

Super Speler: The bright lines underneath the water is the grid.

Posted: Mon 05 Nov, 2007 11:37 pm
by Liazon
o.o wow...

I think the lines add a bit more perspective to the image though.