Re: Few Questions
Matthieu Kraus <[email protected]> Tue, 13 May 2014 17:41:09 +0200
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
--===============8473784035605271814== Content-Type: multipart/alternative; boundary="----=_NextPart_000_0037_01CF6ED2.869A7250" Content-Language: en-us ------=_NextPart_000_0037_01CF6ED2.869A7250 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable 1) None that I know of =E2=80=93 shaders are data-parallel and = accordingly you only get the information of the piece you=E2=80=99re = processing 2) Filtering is disabled for heightmaps iirc (to prevent awkward = interpolation) =E2=80=93 you can do it manually, though (query the = adjacent texels and interpolate manually using the properly converted = height value)=20 3) Once you have the mesh you can set a material on it (either = create a new one and set the shader, textures, etc. as desired or grab = one you loaded or got elsewhere and simply set it on the mesh) =20 From: Naman Gupta [mailto:[email protected]]=20 Sent: Monday, May 12, 2014 22:12 To: [email protected] Subject: [Crystal-develop] Few Questions =20 Hi, I encountered few problem would appreciate if someone could answer. 1). Is there a way to retrieve information about the adjacent vertex in = vertex shader? 2). The water waves are created by translating heightmaps in waterdemo2, = upon closing looking, you could see the waves aren't translating = smoothly because color values are discrete. This is the shader code " ... vec2 Texcord =3D texCoord + waveInput.time*10.0 ; position_object.y +=3D texture2D(texHeight, Texcord/128).r * 2.0; ..." Is there are way to like interpolate the values between two consecutive = colors to make waves go smoother? =20 2). How do we add texture to the inner side of a box generated like this = "... CS::Geometry::DensityTextureMapper mapper (0.3f); CS::Geometry::TesselatedBox box (csVector3 (0, 0, 0), csVector3 (10, = 10, 10)); box.SetLevel (3); box.SetMapper (&mapper); box.SetFlags (CS::Geometry::Primitives::CS_PRIMBOX_INSIDE); =20 // Now we make a factory and a mesh at once. csRef<iMeshWrapper> walls =3D = CS::Geometry::GeneralMeshBuilder::CreateFactoryAndMesh ( engine, room, "walls", "walls_factory", &box); ..." I'm trying to make a skybox.=20 Also, Could someone get the search functionality working on the = documentation given in the link = "http://www.crystalspace3d.org/docs/online/manual/"? ~N ------=_NextPart_000_0037_01CF6ED2.869A7250 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable <html xmlns:v=3D"urn:schemas-microsoft-com:vml" = xmlns:o=3D"urn:schemas-microsoft-com:office:office" = xmlns:w=3D"urn:schemas-microsoft-com:office:word" = xmlns:m=3D"http://schemas.microsoft.com/office/2004/12/omml" = xmlns=3D"http://www.w3.org/TR/REC-html40"><head><meta = http-equiv=3DContent-Type content=3D"text/html; charset=3Dutf-8"><meta = name=3DGenerator content=3D"Microsoft Word 15 (filtered = medium)"><style><!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4;} @font-face {font-family:Calibri; panose-1:2 15 5 2 2 2 4 3 2 4;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; 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mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level2 {mso-level-number-format:alpha-lower; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level3 {mso-level-number-format:roman-lower; mso-level-tab-stop:none; mso-level-number-position:right; text-indent:-9.0pt;} @list l0:level4 {mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level5 {mso-level-number-format:alpha-lower; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level6 {mso-level-number-format:roman-lower; mso-level-tab-stop:none; mso-level-number-position:right; text-indent:-9.0pt;} @list l0:level7 {mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level8 {mso-level-number-format:alpha-lower; mso-level-tab-stop:none; mso-level-number-position:left; text-indent:-.25in;} @list l0:level9 {mso-level-number-format:roman-lower; mso-level-tab-stop:none; mso-level-number-position:right; text-indent:-9.0pt;} ol {margin-bottom:0in;} ul {margin-bottom:0in;} --></style><!--[if gte mso 9]><xml> <o:shapedefaults v:ext=3D"edit" spidmax=3D"1026" /> </xml><![endif]--><!--[if gte mso 9]><xml> <o:shapelayout v:ext=3D"edit"> <o:idmap v:ext=3D"edit" data=3D"1" /> </o:shapelayout></xml><![endif]--></head><body lang=3DEN-US link=3Dblue = vlink=3Dpurple><div class=3DWordSection1><p class=3DMsoListParagraph = style=3D'text-indent:-.25in;mso-list:l0 level1 lfo1'><![if = !supportLists]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><span style=3D'mso-list:Ignore'>1)<span style=3D'font:7.0pt "Times = New Roman"'> = </span></span></span><![endif]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>None that I know of =E2=80=93 shaders are data-parallel and = accordingly you only get the information of the piece you=E2=80=99re = processing<o:p></o:p></span></p><p class=3DMsoListParagraph = style=3D'text-indent:-.25in;mso-list:l0 level1 lfo1'><![if = !supportLists]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><span style=3D'mso-list:Ignore'>2)<span style=3D'font:7.0pt "Times = New Roman"'> = </span></span></span><![endif]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>Filtering is disabled for heightmaps iirc (to prevent awkward = interpolation) =E2=80=93 you can do it manually, though (query the = adjacent texels and interpolate manually using the properly converted = height value) <o:p></o:p></span></p><p class=3DMsoListParagraph = style=3D'text-indent:-.25in;mso-list:l0 level1 lfo1'><![if = !supportLists]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><span style=3D'mso-list:Ignore'>3)<span style=3D'font:7.0pt "Times = New Roman"'> = </span></span></span><![endif]><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'>Once you have the mesh you can set a material on it (either create a = new one and set the shader, textures, etc. as desired or grab one you = loaded or got elsewhere and simply set it on the = mesh)<o:p></o:p></span></p><p class=3DMsoNormal><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif";color:#1F497= D'><o:p> </o:p></span></p><p class=3DMsoNormal><b><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif"'>From:</span= ></b><span = style=3D'font-size:11.0pt;font-family:"Calibri","sans-serif"'> Naman = Gupta [mailto:[email protected]] <br><b>Sent:</b> Monday, May 12, = 2014 22:12<br><b>To:</b> = [email protected]<br><b>Subject:</b> = [Crystal-develop] Few Questions<o:p></o:p></span></p><p = class=3DMsoNormal><o:p> </o:p></p><div><p = class=3DMsoNormal>Hi,<br><br> I encountered few problem = would appreciate if someone could answer.<br><br>1). Is there a way to = retrieve information about the adjacent vertex in vertex = shader?<br><br>2). The water waves are created by translating heightmaps = in waterdemo2, upon closing looking, you could see the waves aren't = translating smoothly because color values are discrete. This is the = shader code<br>" ...<br>vec2 Texcord =3D texCoord + = waveInput.time*10.0 ;<br>position_object.y +=3D texture2D(texHeight, = Texcord/128).r * 2.0;<br>..."<br>Is there are way to like = interpolate the values between two consecutive colors to make waves go = smoother? <br><br>2). How do we add texture to the inner side = of a box generated like this <br>"...<br> = CS::Geometry::DensityTextureMapper mapper (0.3f);<o:p></o:p></p><div><p = class=3DMsoNormal> CS::Geometry::TesselatedBox box (csVector3 (0, = 0, 0), csVector3 (10, 10, 10));<o:p></o:p></p></div><div><p = class=3DMsoNormal> box.SetLevel (3);<o:p></o:p></p></div><div><p = class=3DMsoNormal> box.SetMapper = (&mapper);<o:p></o:p></p></div><div><p class=3DMsoNormal> = box.SetFlags = (CS::Geometry::Primitives::CS_PRIMBOX_INSIDE);<o:p></o:p></p></div><div><= p class=3DMsoNormal><o:p> </o:p></p></div><div><p = class=3DMsoNormal> // Now we make a factory and a mesh at = once.<o:p></o:p></p></div><div><p class=3DMsoNormal> = csRef<iMeshWrapper> walls =3D = CS::Geometry::GeneralMeshBuilder::CreateFactoryAndMesh = (<o:p></o:p></p></div><p = class=3DMsoNormal>=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2=A0=C2= =A0=C2=A0 engine, room, "walls", = "walls_factory", &box);<br>..."<br><br>I'm trying to = make a skybox. <br><br><br>Also, Could someone get the search = functionality working on the documentation given in the link "<a = href=3D"http://www.crystalspace3d.org/docs/online/manual/">http://www.cry= stalspace3d.org/docs/online/manual/</a>"?<br><br>~N<o:p></o:p></p></= div></div></body></html> ------=_NextPart_000_0037_01CF6ED2.869A7250-- --===============8473784035605271814== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline ------------------------------------------------------------------------------ "Accelerate Dev Cycles with Automated Cross-Browser Testing - For FREE Instantly run your Selenium tests across 300+ browser/OS combos. 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