Caelum - [WARNING: Screenshot intensive]
- Kencho
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- Gnoblar
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Screenshot from CaelumTest1 with opengl, but it could be driver issue.
- jacmoe
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I just spotted this:
http://www.sundog-soft.com/
Not meant to discourage or anything!
But those gourgeous screenshots could serve as inspiration!
I just downloaded Caelum and will take it for spin!
http://www.sundog-soft.com/
Not meant to discourage or anything!
But those gourgeous screenshots could serve as inspiration!
I just downloaded Caelum and will take it for spin!
Last edited by jacmoe on Mon Oct 16, 2006 6:21 pm, edited 1 time in total.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- Kencho
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I tested little software lastnight, which modifies desktop version of drivers to work with laptops (pressed OK for reboot and covered my eyes and waited for blue smoke or black screen, but it worked ) so I'm running latest drivers now.
Those holes appears randomly anywhere when look around. But it works just fine with DX, and that's enought for me.
No-one else tested with ATI yet?
Edit: they appear just in skydome not nowhere else
Those holes appears randomly anywhere when look around. But it works just fine with DX, and that's enought for me.
No-one else tested with ATI yet?
Edit: they appear just in skydome not nowhere else
Last edited by er on Mon Oct 16, 2006 7:01 pm, edited 1 time in total.
- Kencho
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No worries, I was aware of it already, but don't have the time to work on it for nowjacmoe wrote:I just spotted this:
http://www.sundog-soft.com/
Not meant to discourage or anything!
But those gourgeous screenshots could serve as inspiration!
- gerds
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- Kencho
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- Kencho
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New version available!
http://es.geocities.com/kenchoweb/Caelum-2006-10-22.zip
I've done some changes blindly (can't test them in Linux, and can't use Windows right now ) so I would thank any spotted issue I've accidentally created today.
By the way, the clouds might work. You can play with them as much as you want. The aim of this release is to add some other features and bugfixes, so clouds aren't that important. Hope you like it (and everything runs fine)
PS: Don't hesitate to play with some of the new features as using the CaelumListener (you have an example in the clouds updater in the sample) or using a nice space skybox for the starfields throught Ogre's SkyBox. They have lots of chances in my honest opinion
http://es.geocities.com/kenchoweb/Caelum-2006-10-22.zip
I've done some changes blindly (can't test them in Linux, and can't use Windows right now ) so I would thank any spotted issue I've accidentally created today.
By the way, the clouds might work. You can play with them as much as you want. The aim of this release is to add some other features and bugfixes, so clouds aren't that important. Hope you like it (and everything runs fine)
PS: Don't hesitate to play with some of the new features as using the CaelumListener (you have an example in the clouds updater in the sample) or using a nice space skybox for the starfields throught Ogre's SkyBox. They have lots of chances in my honest opinion
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- Gnoblar
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LayeredCloudFP is trying to use invalid temporary register (r12), prints error for 24 times.
I'll try to find out why, but don't count on my shader skills. Time start learning something about them.
Looking forward to see it in action.
Edit: OpenGL works (with holes)
I'll try to find out why, but don't count on my shader skills. Time start learning something about them.
Looking forward to see it in action.
Edit: OpenGL works (with holes)
Last edited by er on Sun Oct 22, 2006 8:32 pm, edited 1 time in total.
- Kencho
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Hmm... the shader does 12 calls to Tex2D, so that might have some relation... In any case, I just found today that didn't lost the cloud shader I was working on, so I expected some kind of error. My suggestion is to simply disable the cloud layer meanwhile, and test the "final" version of the Caelum library itself...
Thanks for testing and supporting
Thanks for testing and supporting
- Paulov
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eih, really cool
Ite remembers me the A-10 cuba sky, wich was simple, but very realistic at the same time.
I woudl like just to make a proposal to have the availability of placing a directional light where the sun is, and make its target the point you specify byt giving the coordinates (real world coordinates I mean) something like UTM coords.
I thinks that with max comes something similar, but haven´t tried yet.
In my opinion this would be nice for using it in architectural visualizations, so that the real impact of the shadows over the enviroment can be analized for the differente hours of the day or even the part of the year.
Dont know if this is extremely difficult or easy, just a proposal.
bye_ _ _
Ite remembers me the A-10 cuba sky, wich was simple, but very realistic at the same time.
I woudl like just to make a proposal to have the availability of placing a directional light where the sun is, and make its target the point you specify byt giving the coordinates (real world coordinates I mean) something like UTM coords.
I thinks that with max comes something similar, but haven´t tried yet.
In my opinion this would be nice for using it in architectural visualizations, so that the real impact of the shadows over the enviroment can be analized for the differente hours of the day or even the part of the year.
Dont know if this is extremely difficult or easy, just a proposal.
bye_ _ _
- Kencho
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Kencho:
In order for it to compile as it should in linux line 8 in CaelumPrerequisites.h needs to be changed to:
Also, in order to get Dagon compatability line 13 of StoredImageSkycolourModel.cpp should read:
In order for it to compile as it should in linux line 8 in CaelumPrerequisites.h needs to be changed to:
Code: Select all
#if OGRE_PLATFORM == OGRE_PLATFORM_WIN32
Code: Select all
#if OGRE_VERSION < ((1 << 16) | (3 << 8) | 0)
- Kencho
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- Kencho
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Here is my class. Still work in progress so the sources are maybe a little weird But sun position (azimuth and altitude) should be pretty ok in relation with date, hour, and latitude longitude.
http://davy.sg.free.fr/SunRise.zip
Result in Ogre http://davy.sg.free.fr/JourNuit.avi
If you find some infos on the web about how to calculate the sun position I'm interested as I'd like to verify thos calculus...
http://davy.sg.free.fr/SunRise.zip
Result in Ogre http://davy.sg.free.fr/JourNuit.avi
If you find some infos on the web about how to calculate the sun position I'm interested as I'd like to verify thos calculus...
- Kencho
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MWeb must then never have tested it; it doesn't compile as is on linux.Kencho wrote:Have you had any problems with the source as is? About the first one, I applied a bugfix MWeb told me about, and it worked fine according to what he told.
About the second: 1<<16 = 0x100; 3<<8 = 0x30; so 1<<16|3<<8 = 0x130
Check http://www.ogre3d.org/index.php?option= ... &Itemid=91 . OGRE_PLATFORM_WIN32 will always be defined, it's only OGRE_PLATFORM that will differ on different platforms.
About the second: 1<<16 = 0x10000; 3<<8 = 0x300 . So you would need to check for 0x10300.
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- Halfling
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