Space- Update 5/11/07- page 2.

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
big_o
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Space- Update 5/11/07- page 2.

Post by big_o »

Now that I've finally moved my stuff to SourceForge(no CVS or SVN yet) I have decided to post a link to my work as well. I have decided not to use any shaders, simply because making the art for this game is going to cause me more trouble than writing the game itself. It is currently in early alpha.

Space is a top-down space exploration game in the vein of Epoch-Star(find on gamedev) and Escape Velocity Nova. It is going to have the player controlling everything form small fighters to massive battleships. It is currently using Ogreopcode for collision.

Anyhow you can find the project here. I have decided to split up the binary and media files from the dlls so I don't have to keep uploading the same stuff every time, so be sure to read the release notes.

ScreenShots:

Image
Main menu.

Image
Shooting at the sun! I made the decision to disallow collision with solar bodies not to long ago. I couldn't come up with a decent way to handle collisions with them.

Image
Showing the system map. I haven't been able to come up with a graphic I realy like yet.

The source is undoccumented and it isn't very pretty. It builds against Ogre 1.2.2 and OgreOpcode revision 205(although I haven't rewritten the collision routines yet). This is the first project I've ever released to the public.
Last edited by big_o on Fri May 11, 2007 6:47 pm, edited 4 times in total.
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skatehead
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Post by skatehead »

looks cool!

and grats on your first release :D
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Post by Noman »

Looks good!

Is the GUI done with CEGUI?
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Post by big_o »

No, no cegui widgits were harmed in the making of this project. :lol: Cegui just came off as being too much for what I needed, way too much.

The gui is done with just overlays and Ogre's own text output functions.

[edit] Thanks for the kind words skatehead.
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Post by Jerky »

The planets look great. Keep it up.
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Post by kneeride »

Nice shot of Australia ;)
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Post by skatehead »

haha i was going to mention that :D

woo Australia! :D
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Post by big_o »

Yeah, I didn't mean to get Australia like that, it just kind of happened. I've always wanted to go there, see all the strange animals.

I checked my sourceforge stuff, and people have in fact started downloading it. :D

Be aware however that the space0.1 zip does not include the needed dlls, you will have to download them seperately. I am on dial-up and the dlls make up nearly 2/3 of my download package so I have split them up. This makes it much easier for me to just update the game itself and not worry with the dlls, which won't change very often.
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Post by yuriythebest »

looking very nice so far! Reminds me of 'space rangers'
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Post by big_o »

Yeah, I haven't played it yet. I was considering buying it, but I found out that it used starforce. I may still buy it, but the general opinion on starforce appears to be pretty dismal.

I haven't done too much in the past week. I started my first year of college and I am having to drive 40 miles back and forth every day, so I'm trying to set up some routines that will allow me to work on this while not letting my college stuff suffer.
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Post by big_o »

We have CVS, yay! :D

I finally got it set up after much tinkering.
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Post by big_o »

Anonymous cvs settings for use in TortoiseCVS:

server = big-o-space.cvs.sourceforge.net

repository folder = /cvsroot/big-o-space

user name = anonymous

module name = space_source
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Post by jacmoe »

I just love projects like this - will stay tuned! :D
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Post by big_o »

Thank you very much. :)

I have gotten OgreOpcode to work in my project, but I havn't quite figured out how to cleanly destroy and recreate the objects, so for the time being it is disabled.

OgreOpcode has missed you feircely.
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Post by big_o »

Over the past week or so I have gone back and doccumented most of the code, from now on I will remember to add coments as I write, and not put it off. :lol:

I will probably release a maintenance build soon. I haven't added any new features. Adding comments to everything has lead me to remove a lot of redundant code, and sharpen my still young Object-Oriented skills.
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New release.

Post by big_o »

Released 0.1b today! There aren't any really groundbreaking changes in this release, but i like to keeps things moving. I've made some slight optimazations and cleaned the code, as well as added a persistent mouse. I also tossed in a couple of simple buttons for good measure.

You now only need the the space_0.1b.zip file in order to run the program, no more silly dll packs.

The only new screenshot worth showing:
Image

Next up, some half-decent art.
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Post by big_o »

New release avalaible!

Added some simple shaders to the ships and planets, and replaced the billboard engine glows with good old fashioned particles. I also included my work in progress space ship.

[EDIT] 11-02-06- Looks like this version of the shuttle used Marc's textures as well, which was not noted in the license.txt file. Sorry about that.

A picture is worth a thousand words:
Image

Since this release I also managed to convert the Rendermonkey Earth shader to cg, and it looks AWESOME:
Image
Image

Code: Select all

void vert(
    float2 uv : TEXCOORD0,
    out float2 oUv : TEXCOORD4,
    float4 position : POSITION,
    float3 normal   : NORMAL,

    uniform float4 lightPosition,
    uniform float3 eyePosition,
    uniform float4x4 worldviewproj,

    out float4 oPos : POSITION,
    out float3 oNorm: TEXCOORD0,
    out float3 oLightDir: TEXCOORD1,
    out float3 oHalfAngle: TEXCOORD2
)
{
	oUv = uv;

	oPos = mul(worldviewproj, position);

	float3 EyeDir = normalize(eyePosition - position.xyz);

	oLightDir = normalize(lightPosition.xyz -  (position.xyz * lightPosition.w));

	oHalfAngle   = normalize(oLightDir + EyeDir);

	oNorm = normal;
}

float3 expand(float3 v)
{
    return (v - 0.5) * 2;
}

float3 mix(float3 x, float3 y, float3 a)
{
    return x * (1.0 - a) + y * a;
}

void frag(

            float3 normal: TEXCOORD0,
			float3 LightDir  : TEXCOORD1,
			float3 HalfAngle : TEXCOORD2,

            //cloud status(0 none, 1, has), spec exponent, spec intensity.
            uniform float3 specVals,
			//glow factor for the night side.
			uniform float4 nightBlend,

            //ADDED BY EUGEN - support for texture with the per pixel lighting
            float2 uv		: TEXCOORD4,
            //these are going to be combined into two maps soon.
            uniform sampler2D texture : register(s0),
            //map of city lights
            uniform sampler2D lightMap : register(s1),
            //specular and cloud map
            uniform sampler2D cloudMap : register(s2),
            uniform float4 ambient,

            out float4 oColor : COLOR
)
{
    float Terminator = 0.3;
    float InvTerminator = 1.0 / (2.0 * Terminator);

    float3 textColour = expand(tex2D(texture, uv).xyz);
    float3 nightLights = expand(tex2D(lightMap, uv).xyz);

    float clouds = tex2D(cloudMap, uv).x;;
    float specVal = tex2D(cloudMap, uv).y;

	float3 N = normalize(normal);

	float NdotL = dot(LightDir, N);
	float NdotH = dot(HalfAngle, N);
	float4 Lit = lit(NdotL/1.35, NdotH, specVals.y);

    float3 dayTime = (0,0,0);
    float3 nightTime = dayTime;

    if (Lit.y > 0)
    {
         dayTime = textColour * Lit.y + (specVals.z * Lit.z);

        dayTime =  mix(dayTime, abs(Lit.y), float3(clouds, clouds, clouds)) + ambient;
    }
    if (Lit.y < 0.4)
    {
         nightTime = nightLights * (1.0 - clouds) + nightBlend ;
    }

    if (Lit.y >= 0.4)
        oColor = float4(dayTime, 1) ;
    else if (Lit.y < 0.4 && Lit.y > 0)
    {
        oColor = float4(mix(nightTime - ambient, dayTime , (Lit.y + 0.4) * (1 /(2 *0.4))), 1);
    }
     else
        oColor = float4(nightTime, 1);
}
[EDIT] just noticed that the first specVals member isn't being used. It was going to be used to determine whether there were going to be clouds or not, but decided to just edit the textures to compensate.

I also altered the render-system plugins to allow the user to change whether shaders are used in the game or not via the config box. I found the code to be slightly confusing but very, very, well organized.

I will be uploading the altered files to my CVS soon.
Last edited by big_o on Fri Nov 03, 2006 4:28 am, edited 1 time in total.
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Post by jacmoe »

big_o wrote:A picture is worth a thousand words
I can only agree with you!
Looks amazing! :)
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Post by vgmdev »

big_o wrote:New release avalaible!
Since this release I also managed to convert the Rendermonkey Earth shader to cg, and it looks AWESOME:
I have been trying to get my little project to render the earth with bluemarble images and a good shader to work in ogre for a long time now, since I don’t known cg or shaders much at all :(

I put that project on the back burner for a while to get my A+/Net+ cert. (WIP, easy)

I thank you very much. I can’t wait till the next release with the better sharder!
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Post by big_o »

Shaders aren't that difficult once you learn how to ge tthe results you want. They really just boil down to a lot of relatively simple vector math.

Expect a new relese today or Sunday, school has been rough this week.
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Post by big_o »

New release, yeah!!!
Did some work on the planet shader, it still needed some tweaking and revamped the ship shader. I should be able to start churning out more stuff art wise pretty soon, I gained permission from Marc-Laurent Magnier to use his textures. It will make making spec and diffuse maps for the ships much, much easier. His textures were used to create the base maps for the shuttle in the game. I hate uvmapping though.

Pics:
Image
Image
Image

I've seen a lot of impressive stuff done menu wise with flash, and I am considering giving OgreSWF a try. Of course, that might mean converting it to work with MingW and learning another language, but flash menus look awesome. I have no idea where to start though.

Did I mention I hate uvmapping?
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Post by SpannerMan »

Hey big_o, I really like your Earth model. I was wondering about the dark side of the plant - do you have self-shadows switched on, or is this just low ambiant light and the earth shader at work?
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Post by vgmdev »

Why is this not working? What things do i need? The files look ok it must be the code:

Image

Code: Select all

//==============================================================================
// Enter |
//==============================================================================
void MenuState::enter()
{
    // Get Ogre Root, Input Manager and Scene Manager
	mInputDevice = InputManager::getSingletonPtr()->getInputDevice();
	mRoot = Root::getSingletonPtr();

	// Create SceneManager and Camera
	mSceneMgr = mRoot->createSceneManager(ST_GENERIC);
	mCamera = mSceneMgr->createCamera("MenuCamera");
	mCamera->setPosition(0,0,0);
	mCamera->lookAt(0,0,0);

	// Get Viewport and set backgroud colour
	mViewport = mRoot->getAutoCreatedWindow()->addViewport(mCamera);

	// Render a Skybox - I need some better tex's :)
	mSceneMgr->setSkyBox(true,"spaceskybox",100, true);

	SceneNode* Earth_Node = mSceneMgr->getRootSceneNode()->createChildSceneNode("Earth_Node");
	Entity* Earth_Entity;
	Earth_Entity = mSceneMgr->createEntity("Earth", "sphere.mesh");
	Earth_Node->attachObject(Earth_Entity);
	Earth_Entity->setMaterialName("earth");

	Earth_Node->setPosition(-100,50,-600);

	// We need a sun
	Light* sun=mSceneMgr->createLight("Sun");
	sun->setType(Light::LT_DIRECTIONAL);
	sun->setPosition(0,0,0);
	sun->setDirection(0,2,-1);
    sun->setDiffuseColour(1, 1, 1.0);
    sun->setSpecularColour(0.5, 0.5, 0.5);

	Earth_Node->pitch(Degree(-5));
    // Don't Exit
	mExitGame = false;
	//mExitGame = true;
}
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Post by big_o »

Definately a material/shader problem rather than a code problem. I recomend using the shader from the latest release rather than the one posted here, you can get the proper values from the material scrips it comes with.

Can't be sure without seeing your ogre.log file though.

I made the nebulas with blender using a nifty little script found here

Just play around with the halo and lighting settings and you can get some pretty interesting results.
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Post by vgmdev »

Wow. :? This is not working right. I just copyped the data files over.

Maybe I need new ogre sdk and recompile everything. That will be a good idea. :wink:
I hate 56k :cry:

He's the log.

Code: Select all

22:13:08: Creating resource group General
22:13:08: Creating resource group Internal
22:13:08: Creating resource group Autodetect
22:13:08: Registering ResourceManager for type Material
22:13:08: Registering ResourceManager for type Mesh
22:13:08: Registering ResourceManager for type Skeleton
22:13:08: MovableObjectFactory for type 'ParticleSystem' registered.
22:13:08: Loading library OgrePlatform.dll
22:13:08: OverlayElementFactory for type Panel registered.
22:13:08: OverlayElementFactory for type BorderPanel registered.
22:13:08: OverlayElementFactory for type TextArea registered.
22:13:08: Registering ResourceManager for type Font
22:13:08: ArchiveFactory for archive type FileSystem registered.
22:13:08: ArchiveFactory for archive type Zip registered.
22:13:08: DevIL version: Developer's Image Library (DevIL) 1.6.7 Nov  9 2005
22:13:08: DevIL image formats: bmp dib cut dcx dds gif hdr ico cur jpg jpe jpeg lif mdl mng jng pcx pic pix png pbm pgm pnm ppm psd pdd psp pxr sgi bw rgb rgba tga vda icb vst tif tiff wal xpm raw 
22:13:08: Registering ResourceManager for type HighLevelGpuProgram
22:13:08: Registering ResourceManager for type Compositor
22:13:08: MovableObjectFactory for type 'Entity' registered.
22:13:08: MovableObjectFactory for type 'Light' registered.
22:13:08: MovableObjectFactory for type 'BillboardSet' registered.
22:13:08: MovableObjectFactory for type 'ManualObject' registered.
22:13:08: MovableObjectFactory for type 'BillboardChain' registered.
22:13:08: MovableObjectFactory for type 'RibbonTrail' registered.
22:13:08: Loading library .\RenderSystem_Direct3D9
22:13:08: D3D9 : Direct3D9 Rendering Subsystem created.
22:13:08: D3D9: Driver Detection Starts
22:13:08: D3D9: Driver Detection Ends
22:13:08: Loading library .\RenderSystem_GL
22:13:08: OpenGL Rendering Subsystem created.
22:13:08: Loading library .\Plugin_CgProgramManager
22:13:08: *-*-* OGRE Initialising
22:13:08: *-*-* Version 1.2.0 (Dagon)
22:13:08: Creating resource group Bootstrap
22:13:08: Added resource location './media/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
22:13:08: Added resource location './media' of type 'FileSystem' to resource group 'General'
22:13:08: Added resource location './media/Earth' of type 'FileSystem' to resource group 'General'
22:13:08: D3D9 : RenderSystem Option: Allow NVPerfHUD = Yes
22:13:08: D3D9 : RenderSystem Option: Anti aliasing = Level 6
22:13:08: D3D9 : RenderSystem Option: Floating-point mode = Fastest
22:13:08: D3D9 : RenderSystem Option: Full Screen = Yes
22:13:08: D3D9 : RenderSystem Option: Rendering Device = RADEON 9500 PRO / 9700
22:13:08: D3D9 : RenderSystem Option: VSync = Yes
22:13:08: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
22:13:08: D3D9 : Subsystem Initialising
22:13:08: D3D9RenderSystem::createRenderWindow "OGRE Render Window", 1024x768 fullscreen  miscParams: FSAA=6 FSAAQuality=0 colourDepth=32 useNVPerfHUD=true vsync=true 
22:13:08: D3D9 : Created D3D9 Rendering Window 'OGRE Render Window' : 1024x768, 32bpp
22:13:08: Registering ResourceManager for type Texture
22:13:08: Registering ResourceManager for type GpuProgram
22:13:08: RenderSystem capabilities
22:13:08: -------------------------
22:13:08:  * Hardware generation of mipmaps: yes
22:13:08:  * Texture blending: yes
22:13:08:  * Anisotropic texture filtering: yes
22:13:08:  * Dot product texture operation: yes
22:13:08:  * Cube mapping: yes
22:13:08:  * Hardware stencil buffer: yes
22:13:08:    - Stencil depth: 8
22:13:08:    - Two sided stencil support: yes
22:13:08:    - Wrap stencil values: yes
22:13:08:  * Hardware vertex / index buffers: yes
22:13:08:  * Vertex programs: yes
22:13:08:    - Max vertex program version: vs_2_0
22:13:08:  * Fragment programs: yes
22:13:08:    - Max fragment program version: ps_2_0
22:13:08:  * Texture Compression: yes
22:13:08:    - DXT: yes
22:13:08:    - VTC: no
22:13:08:  * Scissor Rectangle: yes
22:13:08:  * Hardware Occlusion Query: yes
22:13:08:  * User clip planes: yes
22:13:08:  * VET_UBYTE4 vertex element type: yes
22:13:08:  * Infinite far plane projection: yes
22:13:08:  * Hardware render-to-texture: yes
22:13:08:  * Floating point textures: yes
22:13:08:  * Non-power-of-two textures: yes
22:13:08:  * Volume textures: yes
22:13:08:  * Multiple Render Targets: 4
22:13:08:  * Point Sprites: yes
22:13:08:  * Extended point parameters: yes
22:13:08:  * Max Point Size: 256
22:13:08: ***************************************
22:13:08: *** D3D9 : Subsystem Initialised OK ***
22:13:08: ***************************************
22:13:08: ResourceBackgroundQueue - threading disabled
22:13:08: Particle Renderer Type 'billboard' registered
22:13:08: Parsing scripts for resource group Autodetect
22:13:08: Finished parsing scripts for resource group Autodetect
22:13:08: Parsing scripts for resource group Bootstrap
22:13:08: Parsing script OgreCore.material
22:13:08: Parsing script OgreProfiler.material
22:13:08: Parsing script Ogre.fontdef
22:13:08: Parsing script OgreDebugPanel.overlay
22:13:08: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
22:13:08: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8B8G8R8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:13:08: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8B8G8R8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:13:08: Font TrebuchetMSBoldusing texture size 512x512
22:13:08: Info: Freetype returned null for character 160 in font TrebuchetMSBold
22:13:08: Texture: TrebuchetMSBoldTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
22:13:08: Texture: ogretext.png: Loading 1 faces(PF_A8B8G8R8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
22:13:08: Parsing script OgreLoadingPanel.overlay
22:13:08: Finished parsing scripts for resource group Bootstrap
22:13:08: Parsing scripts for resource group General
22:13:08: Parsing script shaders.program
22:13:08: Parsing script Space.material
22:13:08: Parsing script objects.material
22:13:08: Finished parsing scripts for resource group General
22:13:08: Parsing scripts for resource group Internal
22:13:08: Finished parsing scripts for resource group Internal
22:13:08: Win32Input8: DirectInput Activation Starts
22:13:08: Win32Input8: Establishing keyboard input.
22:13:08: Win32Input8: Keyboard input established.
22:13:08: Win32Input8: Establishing mouse input.
22:13:08: Win32Input8: Mouse input established.
22:13:08: Win32Input8: DirectInput OK.
22:13:08: Creating viewport on target 'OGRE Render Window', rendering from camera 'MenuCamera', relative dimensions L: 0.00 T: 0.00 W: 1.00 H: 1.00 ZOrder: 0
22:13:08: Viewport for camera 'MenuCamera', actual dimensions L: 0 T: 0 W: 1024 H: 768
22:13:08: D3D9 : Loading 2D Texture, image name : 'stars.dds' with 2147483647 mip map levels
22:13:08: Mesh: Loading sphere.mesh.
22:13:09: D3D9 : Loading 2D Texture, image name : 'earth_color.dds' with 2147483647 mip map levels
22:13:09: D3D9 : Loading 2D Texture, image name : 'earth_lights.dds' with 2147483647 mip map levels
22:13:09: D3D9 : Loading 2D Texture, image name : 'earth_clouds.dds' with 2147483647 mip map levels
22:13:09: D3D9 : Loading 2D Texture, image name : 'earth_basic_color.dds' with 2147483647 mip map levels
22:13:09: D3D9 : Loading 2D Texture, image name : 'earth_basic_lights.dds' with 2147483647 mip map levels
22:13:11: *-*-* OGRE Shutdown
22:13:11: Unregistering ResourceManager for type Compositor
22:13:11: Unregistering ResourceManager for type Font
22:13:11: Unregistering ResourceManager for type Skeleton
22:13:11: Unregistering ResourceManager for type Mesh
22:13:11: Unregistering ResourceManager for type HighLevelGpuProgram
22:13:11: Unloading library .\Plugin_CgProgramManager
22:13:11: *** Stopping Win32GL Subsystem ***
22:13:11: Unloading library .\RenderSystem_GL
22:13:11: Render Target 'OGRE Render Window' Average FPS: 78.7637 Best FPS: 78.7637 Worst FPS: 78.7637
22:13:12: D3D9 : Shutting down cleanly.
22:13:12: Unregistering ResourceManager for type Texture
22:13:12: Unregistering ResourceManager for type GpuProgram
22:13:12: D3D9 : Direct3D9 Rendering Subsystem destroyed.
22:13:12: Unloading library .\RenderSystem_Direct3D9
22:13:12: Unregistering ResourceManager for type Material
22:13:12: Unloading library OgrePlatform.dll
Then the "objects.material"

Code: Select all

material earth
{
	technique
	{
		pass
		{
			vertex_program_ref planet_vert
                    	{ 
                    	} 

                    	fragment_program_ref planet_frag
                    	{
				param_named ambient float3 0.65 0.65 0.65 
				param_named specVals float2 18 0.5
				param_named nightBlend float 0.24 
                    	}

			texture_unit
			{
				texture earth_color.dds
				tex_address_mode clamp
				filtering trilinear
			}

			texture_unit
			{
				texture earth_lights.dds
				tex_address_mode clamp
				filtering trilinear
			}

			texture_unit
			{
				texture earth_clouds.dds
				tex_address_mode clamp
				filtering trilinear
			}

							
		}
	}
	technique no_shaders
	{
		pass
		{
			ambient 0.08 0.08 0.08 1
			diffuse 1 1 1 1
			specular 1 1 1 10

			texture_unit
			{
				texture earth_basic_color.dds
				tex_address_mode clamp
				filtering trilinear
			}
			
			texture_unit
			{
				texture earth_basic_lights.dds
				tex_address_mode clamp
				filtering trilinear
				colour_op_ex add src_texture src_current 1
			}
			
		}
	}	
}
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