SkyX plugin [SkyX 0.1 released! - Page 1]

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!
Post Reply
hatboyzero
Gnoblar
Posts: 19
Joined: Mon Dec 29, 2008 5:14 am

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by hatboyzero »

aguru wrote:I think there are no glsl/cg shaders for skyx yet, so you would have to port the shaders to an opengl-compatible shader format, too, to the it to work on linux.
@aguru No worries -- I can handle a little glsl/cg ;)
User avatar
stealth977
Gnoll
Posts: 638
Joined: Mon Dec 15, 2008 6:14 pm
Location: Istanbul, Turkey
x 42

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by stealth977 »

Just let me know when you handle glsl/cg part, i am waiting for GL compatibility to add it as a plugin to Ogitor... :)
Ismail TARIM
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
StormChild
Gnoblar
Posts: 9
Joined: Tue Mar 09, 2010 5:50 pm
Location: Dresden, Germany

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by StormChild »

Hi there,

first of all: great work with this plugin!

Anyway I stumbled into a problem while using it:

It seems like an error with the terrain shader (but since I don't know much about ahaders at all, I assumed the source of error sitting right here at my keyboard :D).
Image

I don't know what I did wrong, the examples work fine. The mesh is generated manually without any special scenemanager. The shapes of the wrong colors move, when I move the camera and they move slowly by themselves if I turn on the timer of skyx. These shapes only disappear during the "night". Is there any idea what I could have done wrong?

Any help really is appreciated! :)
hatboyzero
Gnoblar
Posts: 19
Joined: Mon Dec 29, 2008 5:14 am

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by hatboyzero »

First cut at CMake project for SkyX linked @ http://www.matthewalangray.com/SkyX.7z As soon as I get a chance to port the shaders to glsl or cg, I'll post that too... In the interim, the CMake build seems to work well for VS2008...
User avatar
boyamer
Orc
Posts: 459
Joined: Sat Jan 24, 2009 11:16 am
Location: Italy
x 6

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by boyamer »

hatboyzero wrote:First cut at CMake project for SkyX linked @ http://www.matthewalangray.com/SkyX.7z As soon as I get a chance to port the shaders to glsl or cg, I'll post that too... In the interim, the CMake build seems to work well for VS2008...
Nice work,i wonder why Xavyiy never answers here and he didn't told us any news from new version. :?
User avatar
aguru
Goblin
Posts: 236
Joined: Tue Feb 26, 2008 5:48 pm
x 3

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by aguru »

boyamer wrote:Nice work,i wonder why Xavyiy never answers here and he didn't told us any news from new version. :?
Huh? He did answer in this thread several times and even replied to your questions :D
hatboyzero
Gnoblar
Posts: 19
Joined: Mon Dec 29, 2008 5:14 am

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by hatboyzero »

Ok, first cut of the cmake project + GLSL shaders is available at

http://www.matthewalangray.com/SkyX.zip

I had some difficulty getting the GLSL preprocessor statements to work, and I can't figure out why the lighting is off in the volumetric cloud demo for the absolute life of me, but otherwise, it works using OpenGL in a windows environment. I will try to make time to test it in a Linux environment this evening.

Also, when I get time to sit down and test things in a proper manner, I'll tidy up the shader code as well ;)
User avatar
boyamer
Orc
Posts: 459
Joined: Sat Jan 24, 2009 11:16 am
Location: Italy
x 6

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by boyamer »

Nice work,keep up your work please,for now GLSL shaders works well :)
Thank you very much.
User avatar
stealth977
Gnoll
Posts: 638
Joined: Mon Dec 15, 2008 6:14 pm
Location: Istanbul, Turkey
x 42

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by stealth977 »

Thanks a lot: SkyX is now added to Ogitor as OgSkyX, didnt implement properties etc, but its working and i am sure some of the team members will add properties to it to make it tweakable in the scene...
Ismail TARIM
Ogitor - Ogre Scene Editor
WWW:http://www.ogitor.org
Repository: https://bitbucket.org/ogitor
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Thanks a lot hatboyzero, that will save me some work for the next SkyX version ;)
--------------------

And, after that, sorry for being almost absent these last weeks. The fact is that I'm very busy at the moment working on the Paradise Engine and studying my final exams and I've problems to find some free time for posting!

From now, I'll try to post on the forum daily, so I must become more active =)

Due to the huge amount of questions that are in this thread since last time I've posted in, I'll only reply new questions, otherwise it'll take me some hours to reply all questions! :roll:
So, if you haven't solved your problems yet, just bump up your question, I'll be pleased of try replying you.
-------------------

About the next SkyX version, it'll come along this summer. I think I'll have a huge amount of spare time so I think I'll work a lot on the Paradise Engine + Hydrax + SkyX, so... these are good news for the Ogre community I think =)
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by xadhoom »

Xavyiy,

Nice to have you back here. I´m eager to see your amazing projects evolve. You are talking about your paradise engine. I would like to know what you mean with engine here. Will Hydrax and SkyX depend on this engine or will these modules work standalone? As we can see in the forum there are a LOT of people looking for an realistic ocean and/or sky simulation like Hydrax/SkyX support (to some degree). But I doubt that all these people would like to be fixed in there engine decision as well.

BTW. SkyX and Hydrax fit quiet well as plugins in Ogitor. Check it out if you didn´t already. Its very handy and provides instant feedback for free... :P

xad
pedrogbranco
Gnoblar
Posts: 6
Joined: Mon May 10, 2010 12:13 am

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by pedrogbranco »

on mSkyX->create();
on GPUManager::setGpuProgramParameter

from mSkyX = new SkyX::SkyX(mSceneMgr, mCamera); to here mSkyx gets empty
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

@xadhoom
Don't worry about future dependencies of SkyX/Hydrax, them will only need Ogre, like current versions :), the Paradise Engine will use these plugins like any other Ogre component(like the new terrain).

A different thing is that I'll maybe develop some advanced Hydrax modules using libs from the Paradise Framework(like the micro-threading lib) for the Paradise Engine, but obviously this is not a problem since Hydrax will never know about these 3rd party libs! (Advantages of modulable interfaces :))

@pedrogbranco
I don't understand very well your question, but it seems that you haven't added properly the resources files (materials, textures, etc) that SkyX needs. Anyway post your ogre log here, it might be useful.
User avatar
xadhoom
Minaton
Posts: 973
Joined: Fri Dec 28, 2007 4:35 pm
Location: Germany
x 1

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by xadhoom »

Sounds like a sustainable and flexible architecture. Thank you for your answer. :D
User avatar
vilgeits
Goblin
Posts: 298
Joined: Tue Aug 02, 2005 10:41 pm

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by vilgeits »

Thanks Xavy for your return!

Could you explain a little the relationship between far/near clip and the Sun/Moon sizes?

Thanks in advance.
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by al2950 »

@Xavyiy

I know you are very busy, however there are a lot of people who are very interested in parts/all of your work with Ogre :) , would it be possible for you to create a quick wiki page called something like "Xavyiy's X seriers" ! Which simply outlines your goals and your progress :?:

Keep up the outstanding work!!

**EDIT** Just realised that with the language barrier you might take 'outstanding' to mean something else! By 'outstanding' i mean amazing!!
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

@vilgeits
Well, sun and moon rendering techniques are different, so sun/moon sizes calculation are unrealted =)

The sun is directly calculated on the GPU and we can consider it "camera independent" since it uses normalized coords for all calculations. So, we can affirm that sun size and camera near/far clip distance are independent.
If you want to change the sun size/look, just play with SkyX::AtmosphereManager params.

On the other side, the moon is rendered as a Billboard, but it's size must - I can't check sources right now because I'm not at home, but as far as I remember... - be independent of the camera near/far clip plane since it's calculated like:
Size = mMoonsize(rad) * mCamera->getFarClipDistance();

I've to say that some time ago (when I had added support for true under-horizont rendering, not yet released) I had updated the moon-related code to fix some bugs.
If you experiment a different behaviour than the expected with the moon size, just try to change the camera far clip distance on the SkyX terrain demo and check if you're able to reproduce the bug here, that will allow me to easily catch the problem.

@al2950

Hehe, I'll try to find some spare time and, even if I've not the time for a wiki entry, write a long post talking about my current project. I've talked a little about it in the Ogitors 0.4 thread, maybe you could be interested on it =)

Just for some info, some things I've in mind for future versions of Hydrax/SkyX are:
SkyX: Improved volumetric cloud system with support for lighting storms and precipitations, improved starfield rendering, sun/moon positions based on dates...
Hydrax: Full rewrite of the underwater rendering part, improved caustics (spectral light difraction, etc), built-in support for HDR/LDR modes...

Xavi
User avatar
vilgeits
Goblin
Posts: 298
Joined: Tue Aug 02, 2005 10:41 pm

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by vilgeits »

Thanks for the anwer!

Have you notice the bug related to reflection of VClouds?
al2950
OGRE Expert User
OGRE Expert User
Posts: 1227
Joined: Thu Dec 11, 2008 7:56 pm
Location: Bristol, UK
x 157

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by al2950 »

@Xavi
The main reason i suggest a wiki is because i keep seeing a lot of things mentioned/asked severall times, also you mention a lot of ideas or things you want to do but its not always clear if you are actually going to do them in the near future! For example i have been working very closely with HydraX and i have found quite a few minor bugs and limiting factors that have forced me not to use for now. However i dont want keep pestering you for things you have already planned for next release!!

As i have already created another post i might as well list some of them!!;
  • BUG: Problem with smaller Units systems (1 meter per unit), water base texture & sun relfection become very blocky (reflection, refraction etc are fine)
  • BUG: I encoutered very weird compositor performance issues that are related to Hyrax running (Needs much more investigating by me!)
  • FEATURE: Multiple camera support
  • FEATURE: Ability to disable of transparency (refraction) . ie water is not transparent at all
  • FEATURE: Decouple the noise and module updates (noise can be updated at any point, but the module must be updated at the end of all camera updates
  • FEATURE/IMPROVMENT: Impriove the way transparanecy is dealt with underwater, at the moment you have to specificly identify transparent textures underwater
  • FEATURE/IMPROVMENT: Make the foam a funtion of min/max height and wave steepness instead of just height (see OSG's version)
  • FEATURE/IMPROVMENT: Get fog to work properly without any hacking!!
  • FEATURE/IMPROVMENT: Make it compatible with Ogre's 'cameraRelativeRendering'
I have few other things but i think that would be getting a bit cheeky! I know you have mentioned most of these things in the past but i am not sure if you planning on doing them anymore.
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kyle_Katarn »

Hey guys. I've just set up SkyX into my own application, and have some very nice, jaw-dropping volumetric clouds on display, although there seems to be a problem, the clouds dont move, there is no sky (just black), or sun. The only thing that appears to be updating is the clouds' colour as the non-existent sun rises and sets.

Is there a way to get it to appear like in the second demo?
StormChild
Gnoblar
Posts: 9
Joined: Tue Mar 09, 2010 5:50 pm
Location: Dresden, Germany

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by StormChild »

Hey Xavyiy,

since you asked for bumping unresolved problems with your plugin... :)

I got some weird problem with the terrain shader when attaching it to a ground object:

http://www1.inf.tu-dresden.de/~s7103717/error.jpg

I don't know what I did wrong, the examples work fine. The mesh is generated manually without any special scenemanager. The shapes of the wrong colors move, when I move the camera and they move slowly by themselves if I turn on the timer of skyx. These shapes only disappear during the "night". Is there any idea what I could have done wrong?

Any help really is appreciated! :)
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kyle_Katarn »

Kyle_Katarn wrote:Hey guys. I've just set up SkyX into my own application, and have some very nice, jaw-dropping volumetric clouds on display, although there seems to be a problem, the clouds dont move, there is no sky (just black), or sun. The only thing that appears to be updating is the clouds' colour as the non-existent sun rises and sets.

Is there a way to get it to appear like in the second demo?
Well, I'd guess that it helps to be a little more specific. So here goes.
skyx_problems_01.jpg
I doubt that there would be many who would oppose my opinion that SkyX looks damn great. Just look at it, lovely moving clouds, with a nice sky/horizon and a sun hidden in there somewhere.

With my implementation though, sadly, does not look as good.
skyx_problems_02.jpg
Dont get me wrong, the clouds look fantastic, but they dont move, they stay in the same place, the sky, nor the sun is there. Oddly enough though, the clouds still react to the sunrise and set times, changing colour as the sun rises or sets, even if it's not there (which I do realise that the sun movement and cloud colours are independent of each other), but I do find it odd that the timer works, but the cloud movement does not.
skyx_problems_03.jpg
Here's what my Ogre log has to say:

Code: Select all

18:07:48: ***************************************
18:07:48: *** D3D9 : Subsystem Initialised OK ***
18:07:48: ***************************************
18:07:48: DefaultWorkQueue('Root') initialising on thread 0050F2C0.
18:07:48: Particle Renderer Type 'billboard' registered
18:07:48: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFD78 starting.
18:07:48: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFDB8 starting.
18:07:48: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFF18 starting.
18:07:48: DefaultWorkQueue('Root')::WorkerFunc - thread 005D0008 starting.
18:07:48: SceneManagerFactory for type 'OctreeSceneManager' registered.
18:07:48: SceneManagerFactory for type 'TerrainSceneManager' registered.
18:07:48: Added resource location '../Media' of type 'FileSystem' to resource group 'General'
18:07:48: Added resource location '../Media/fonts' of type 'FileSystem' to resource group 'General'
18:07:48: Added resource location '../Media/gui' of type 'FileSystem' to resource group 'General'
18:07:48: Added resource location '../Media/scripts' of type 'FileSystem' to resource group 'General'
18:07:48: Added resource location '../Media/texture' of type 'FileSystem' to resource group 'General'
18:07:48: Creating resource group SkyX
18:07:48: Added resource location '../Media/SkyX' of type 'FileSystem' to resource group 'SkyX'
18:07:48: Parsing scripts for resource group Autodetect
18:07:48: Finished parsing scripts for resource group Autodetect
18:07:48: Parsing scripts for resource group General
18:07:48: Parsing script fader.material
18:07:48: Parsing script Floor.material
18:07:48: Parsing script MousePointer.material
18:07:48: Parsing script Skybox.material
18:07:48: Parsing script sample.fontdef
18:07:48: Parsing script fader.overlay
18:07:48: Texture: BlackTexture.jpg: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
18:07:48: Parsing script MousePointer.overlay
18:07:48: Texture: MousePointerGrey.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
18:07:48: Finished parsing scripts for resource group General
18:07:48: Parsing scripts for resource group Internal
18:07:48: Finished parsing scripts for resource group Internal
18:07:48: Parsing scripts for resource group SkyX
18:07:48: Parsing script SkyX.material
18:07:48: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments
18:07:50: Finished parsing scripts for resource group SkyX
18:07:50: Atlas loaded in 0.069 secs. Packed 200 font glyphs and 2 textures into 874x1314, with an efficiency of 65.0615%.
18:07:50: Loading Ogre Splash
18:07:55: Ogre Splash Cleared
18:07:59: Physics Splash Cleared
18:08:18: Leaving Title State
18:08:18: Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?
18:08:18: Texture: SkyX_Starfield.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
18:08:18: Texture: SkyX_Moon.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
18:08:18: Texture: Noise.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
18:08:19: Texture: Grey.jpg: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
18:08:19: Atlas loaded in 0.035 secs. Packed 200 font glyphs and 1 textures into 367x245, with an efficiency of 95.478%.
18:08:19: NxOgre::TimeController::getSingleton() created successfully
18:08:19: Entering LevelState!
18:08:19: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
18:08:32: DefaultWorkQueue('Root') shutting down on thread 0050F2C0.
18:08:32: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFD78 stopped.
18:08:32: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFDB8 stopped.
18:08:32: DefaultWorkQueue('Root')::WorkerFunc - thread 005D0008 stopped.
18:08:32: DefaultWorkQueue('Root')::WorkerFunc - thread 005CFF18 stopped.
18:08:32: *-*-* OGRE Shutdown
18:08:32: *-*-* OGRE Shutdown
18:08:32: Unregistering ResourceManager for type Compositor
18:08:32: Unregistering ResourceManager for type Font
18:08:32: Unregistering ResourceManager for type Skeleton
18:08:32: Unregistering ResourceManager for type Mesh
18:08:32: Unregistering ResourceManager for type HighLevelGpuProgram
18:08:32: Uninstalling plugin: Octree & Terrain Scene Manager
18:08:32: Plugin successfully uninstalled
18:08:32: Unloading library .\Plugin_OctreeSceneManager
18:08:32: Uninstalling plugin: Cg Program Manager
18:08:32: Plugin successfully uninstalled
18:08:32: Unloading library .\Plugin_CgProgramManager
18:08:32: Uninstalling plugin: GL RenderSystem
18:08:32: *** Stopping Win32GL Subsystem ***
18:08:32: Plugin successfully uninstalled
18:08:32: Unloading library .\RenderSystem_GL
18:08:32: Uninstalling plugin: D3D9 RenderSystem
18:08:32: D3D9 device: 0x[0310EE40] destroy. Releasing D3D9 texture: _SkyX_VolCloudsData0
18:08:32: Released D3D9 texture: _SkyX_VolCloudsData0
18:08:32: D3D9 device: 0x[0310EE40] destroy. Releasing D3D9 texture: _SkyX_VolCloudsData1
18:08:32: Released D3D9 texture: _SkyX_VolCloudsData1
18:08:32: D3D9 device: 0x[0310EE40] destroy. Releasing D3D9 texture: AtlasTexture_1
18:08:32: Released D3D9 texture: AtlasTexture_1
18:08:32: D3D9 : Shutting down cleanly.
18:08:32: Unregistering ResourceManager for type Texture
18:08:32: Unregistering ResourceManager for type GpuProgram
18:08:32: D3D9 : Direct3D9 Rendering Subsystem destroyed.
18:08:32: Plugin successfully uninstalled
18:08:32: Unloading library .\RenderSystem_Direct3D9
18:08:32: Unregistering ResourceManager for type Material
And all the relevant code in the createScene() function:

Code: Select all

	// create SkyX
	pSkyX = new SkyX::SkyX( pSceneMgr, pCamera );
	pSkyX->create();

	// volumetric clouds
	pSkyX->getVCloudsManager()->create();

	// change the default atmosphere settings
	SkyX::AtmosphereManager::Options atmosOpts = pSkyX->getAtmosphereManager()->getOptions();
	atmosOpts.RayleighMultiplier = 0.0045f;
	pSkyX->getAtmosphereManager()->setOptions( atmosOpts );	
And in the update() function:

Code: Select all

	// update SkyX
	pSkyX->update( deltaTimeSecs )
Yeah, I'm quite stumped. Any help would be greatly appreciated.
Edit

Here's a screenshot with some debug info attached to it, to show that it's not being improperly initialised or something like that

Image

Uploaded with ImageShack.us
Last edited by Kyle_Katarn on Wed May 19, 2010 4:13 pm, edited 1 time in total.
DarkBoss
Halfling
Posts: 56
Joined: Tue Sep 08, 2009 6:37 pm

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by DarkBoss »

Hi,
i'm having quite the same problem,
seen that you sometimes have to increase the near and far clip distance to something huge for the camera.
I tried it with 300 000 far, and 1.0 near what i get is strange clouds flickering.

I remember that before, by turning on stencil shadows, hydrax / skyx got messed up, so maybe it's the new terrain's PSSM shadows.
I'll investigate , see if i can fix stuffs and report back here if it works.

Xavyiy, did put a lot of work into it so my guess is that we should wait for his paradise engine to come out, so we'll get the new skyX/hydraX version ( plus the joy of seeing a wonderfull tropical island, which will be really eye candy i think :) ).

edit: i digged in the terrain "setupContent" function ( the terrain initialization function, if you have still named it like that ), and i saw that i left the setupView function in it.
by commenting it out, the sky colour is back, but still no sun.
what makes the sky disappear in this function is the infinite far clip, if you comment it out you wont get a black sky. but i wonder if you use the new terrain, because in your screenshots i dont see it.

edit2: ok skyX is fully running just comment out :
- setFog function, someone earlier said you need some hacks to put fog and skyx in your scene
- and disable the infinite far clip distance, my near and far distances are the default ones and it works perfectly.

i hope to have helped you, what i did was just looking into the code a bit, really no big deal.
User avatar
Xavyiy
OGRE Expert User
OGRE Expert User
Posts: 847
Joined: Tue Apr 12, 2005 2:35 pm
Location: Albacete - Spain
x 87

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Sorry another time for the delay, I've been very busy with my exams these last days, anyway tomorrow I've the last one ;)

@vilgeits
As far as I know there isn't any problem with VClouds reflection(I've tested it with Hydrax and the reflection seems to work as expected), can you give me more details about your problem?

@al2950
About posting the todo list on the wiki or similar, I'll do it in some days. But just for info, these are some of the things I've planned to implement in the next version:

Code: Select all

- Multiple camera support (I need that for the Paradise Engine..hehe)
- New underwater system
- Native GLSL support 
- Fix all know bugs
- Support for Ogre 1.6 and 1.7
- (And more)
Some datills about your list:

Code: Select all

- BUG: Problem with smaller Units systems (1 meter per unit), water base texture & sun relfection become very blocky (reflection, refraction etc are fine)
It must be sufficient with just changing the noise scale(bigger values for smaller scales) and the projected grid Elevation param(smalled values for smaller scales).

Code: Select all

BUG: I encoutered very weird compositor performance issues that are related to Hyrax running (Needs much more investigating by me!)
In my apps it works as expected, the reason of the fps down in underwater rendering is due to the fact that Hydrax needs to enable one more RTT, another coherent noise generator(for the god rays movement), the god rays animated mesh and the underwater compositor.

@Kyle_Katarn
Be sure that your camera has a finite far clip distance, SkyX uses its value for some calculations. If that doesn't work, try to compile the SkyX demo with your Ogre version and see what's going on.

@DarkBoss
About the shadows issue, I think it's because of I don't generate some needed data for the stencil shadows in SkyX/Hydrax meshes, I'll try to fix that for the next versions.

Xavi
User avatar
Kyle_Katarn
Halfling
Posts: 92
Joined: Tue Jul 21, 2009 7:51 am
Location: Australia

Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kyle_Katarn »

Well that's the weird thing. My far distance is set to 30,000 just like in the SkyX demo, and the SkyX demo's (1 and 2) both work fine under my version of Ogre (1.7.0), In fact, the first image in my above post was taken from Demo 2, compiled from source on my PC. I did notice though, that when I speed up the update or so by about 100 (pSkyX->update( deltaTimeSecs * 100 );) I've found that the clouds change shape and deform. But they don't move! (Not to mention the missing sky =\ )

Is the OgreCore.zip package required to run this program, or is it just for the debug window?

Thanks for your help.

Edit

This is the log file for the Volumetric clouds demo (2) which has been compiled against my version of Ogre.

Code: Select all

13:32:01: Creating resource group General
13:32:01: Creating resource group Internal
13:32:01: Creating resource group Autodetect
13:32:01: SceneManagerFactory for type 'DefaultSceneManager' registered.
13:32:01: Registering ResourceManager for type Material
13:32:01: Registering ResourceManager for type Mesh
13:32:01: Registering ResourceManager for type Skeleton
13:32:01: MovableObjectFactory for type 'ParticleSystem' registered.
13:32:01: OverlayElementFactory for type Panel registered.
13:32:01: OverlayElementFactory for type BorderPanel registered.
13:32:01: OverlayElementFactory for type TextArea registered.
13:32:01: Registering ResourceManager for type Font
13:32:01: ArchiveFactory for archive type FileSystem registered.
13:32:01: ArchiveFactory for archive type Zip registered.
13:32:01: DDS codec registering
13:32:01: FreeImage version: 3.13.1
13:32:01: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
13:32:01: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
13:32:01: Registering ResourceManager for type HighLevelGpuProgram
13:32:01: Registering ResourceManager for type Compositor
13:32:01: MovableObjectFactory for type 'Entity' registered.
13:32:01: MovableObjectFactory for type 'Light' registered.
13:32:01: MovableObjectFactory for type 'BillboardSet' registered.
13:32:01: MovableObjectFactory for type 'ManualObject' registered.
13:32:01: MovableObjectFactory for type 'BillboardChain' registered.
13:32:01: MovableObjectFactory for type 'RibbonTrail' registered.
13:32:01: Loading library .\RenderSystem_Direct3D9
13:32:01: Installing plugin: D3D9 RenderSystem
13:32:01: D3D9 : Direct3D9 Rendering Subsystem created.
13:32:01: D3D9: Driver Detection Starts
13:32:01: D3D9: Driver Detection Ends
13:32:01: Plugin successfully installed
13:32:01: Loading library .\RenderSystem_GL
13:32:01: Installing plugin: GL RenderSystem
13:32:01: OpenGL Rendering Subsystem created.
13:32:02: Plugin successfully installed
13:32:02: Loading library .\Plugin_OctreeSceneManager
13:32:02: Installing plugin: Octree & Terrain Scene Manager
13:32:02: Plugin successfully installed
13:32:02: Loading library .\Plugin_CgProgramManager
13:32:02: Installing plugin: Cg Program Manager
13:32:02: Plugin successfully installed
13:32:02: *-*-* OGRE Initialising
13:32:02: *-*-* Version 1.7.0 (Cthugha)
13:32:02: Creating resource group Bootstrap
13:32:02: Added resource location '../../Media/packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
13:32:02: Added resource location '../../Media' of type 'FileSystem' to resource group 'General'
13:32:02: Added resource location '../../Media/materials/programs' of type 'FileSystem' to resource group 'General'
13:32:02: Added resource location '../../Media/materials/scripts' of type 'FileSystem' to resource group 'General'
13:32:02: Added resource location '../../Media/materials/textures' of type 'FileSystem' to resource group 'General'
13:32:02: Added resource location '../../Media/models' of type 'FileSystem' to resource group 'General'
13:32:02: Creating resource group SkyX
13:32:02: Added resource location '../../Media/SkyX' of type 'FileSystem' to resource group 'SkyX'
13:32:02: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
13:32:02: D3D9 : RenderSystem Option: FSAA = 0
13:32:02: D3D9 : RenderSystem Option: Floating-point mode = Fastest
13:32:02: D3D9 : RenderSystem Option: Full Screen = No
13:32:02: D3D9 : RenderSystem Option: Rendering Device = Monitor-1-NVIDIA GeForce GTX 275
13:32:02: D3D9 : RenderSystem Option: Resource Creation Policy = Create on all devices
13:32:02: D3D9 : RenderSystem Option: VSync = No
13:32:02: D3D9 : RenderSystem Option: VSync Interval = 1
13:32:02: D3D9 : RenderSystem Option: Video Mode = 1024 x 768 @ 32-bit colour
13:32:02: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
13:32:18: D3D9 : RenderSystem Option: Video Mode = 1680 x 1050 @ 32-bit colour
13:32:29: CPU Identifier & Features
13:32:29: -------------------------
13:32:29:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Quad CPU    Q6600  @ 2.40GHz
13:32:29:  *      SSE: yes
13:32:29:  *     SSE2: yes
13:32:29:  *     SSE3: yes
13:32:29:  *      MMX: yes
13:32:29:  *   MMXEXT: yes
13:32:29:  *    3DNOW: no
13:32:30:  * 3DNOWEXT: no
13:32:30:  *     CMOV: yes
13:32:30:  *      TSC: yes
13:32:30:  *      FPU: yes
13:32:30:  *      PRO: yes
13:32:30:  *       HT: no
13:32:30: -------------------------
13:32:30: D3D9 : Subsystem Initialising
13:32:30: Registering ResourceManager for type Texture
13:32:30: Registering ResourceManager for type GpuProgram
13:32:30: D3D9RenderSystem::_createRenderWindow "OGRE Render Window", 1680x1050 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1 
13:32:30: D3D9 : Created D3D9 Rendering Window 'OGRE Render Window' : 1680x1050, 32bpp
13:32:30: D3D9 : WARNING - disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT16_R
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT32_R
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT16_GR
13:32:30: D3D9: Vertex texture format supported - PF_FLOAT32_GR
13:32:30: RenderSystem capabilities
13:32:30: -------------------------
13:32:30: RenderSystem Name: Direct3D9 Rendering Subsystem
13:32:30: GPU Vendor: nvidia
13:32:30: Device Name: Monitor-1-NVIDIA GeForce GTX 275
13:32:30: Driver Version: 8.17.11.9621
13:32:30:  * Fixed function pipeline: yes
13:32:30:  * Hardware generation of mipmaps: yes
13:32:30:  * Texture blending: yes
13:32:30:  * Anisotropic texture filtering: yes
13:32:30:  * Dot product texture operation: yes
13:32:30:  * Cube mapping: yes
13:32:30:  * Hardware stencil buffer: yes
13:32:30:    - Stencil depth: 8
13:32:30:    - Two sided stencil support: yes
13:32:30:    - Wrap stencil values: yes
13:32:30:  * Hardware vertex / index buffers: yes
13:32:30:  * Vertex programs: yes
13:32:30:  * Number of floating-point constants for vertex programs: 256
13:32:30:  * Number of integer constants for vertex programs: 16
13:32:30:  * Number of boolean constants for vertex programs: 16
13:32:30:  * Fragment programs: yes
13:32:30:  * Number of floating-point constants for fragment programs: 224
13:32:30:  * Number of integer constants for fragment programs: 16
13:32:30:  * Number of boolean constants for fragment programs: 16
13:32:30:  * Geometry programs: no
13:32:30:  * Number of floating-point constants for geometry programs: 0
13:32:30:  * Number of integer constants for geometry programs: 1536
13:32:30:  * Number of boolean constants for geometry programs: 472
13:32:30:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
13:32:30:  * Texture Compression: yes
13:32:30:    - DXT: yes
13:32:30:    - VTC: no
13:32:30:    - PVRTC: no
13:32:30:  * Scissor Rectangle: yes
13:32:30:  * Hardware Occlusion Query: yes
13:32:30:  * User clip planes: yes
13:32:30:  * VET_UBYTE4 vertex element type: yes
13:32:30:  * Infinite far plane projection: yes
13:32:30:  * Hardware render-to-texture: yes
13:32:30:  * Floating point textures: yes
13:32:30:  * Non-power-of-two textures: yes
13:32:30:  * Volume textures: yes
13:32:30:  * Multiple Render Targets: 4
13:32:30:    - With different bit depths: yes
13:32:30:  * Point Sprites: yes
13:32:30:  * Extended point parameters: yes
13:32:30:  * Max Point Size: 10
13:32:30:  * Vertex texture fetch: yes
13:32:30:  * Number of world matrices: 0
13:32:30:  * Number of texture units: 8
13:32:30:  * Stencil buffer depth: 8
13:32:30:  * Number of vertex blend matrices: 0
13:32:30:    - Max vertex textures: 4
13:32:30:    - Vertex textures shared: no
13:32:30:  * Render to Vertex Buffer : no
13:32:30:  * DirectX per stage constants: yes
13:32:30: ***************************************
13:32:30: *** D3D9 : Subsystem Initialised OK ***
13:32:30: ***************************************
13:32:30: DefaultWorkQueue('Root') initialising on thread 0050CC08.
13:32:30: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E00 starting.
13:32:30: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E30 starting.
13:32:30: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E90 starting.
13:32:30: DefaultWorkQueue('Root')::WorkerFunc - thread 00532EF0 starting.
13:32:30: Particle Renderer Type 'billboard' registered
13:32:30: SceneManagerFactory for type 'OctreeSceneManager' registered.
13:32:30: SceneManagerFactory for type 'TerrainSceneManager' registered.
13:32:30: TerrainSceneManager: Registered a new PageSource for type Heightmap
13:32:30: Parsing scripts for resource group Autodetect
13:32:30: Finished parsing scripts for resource group Autodetect
13:32:30: Parsing scripts for resource group Bootstrap
13:32:30: Parsing script OgreCore.material
13:32:30: Parsing script OgreProfiler.material
13:32:30: Parsing script Ogre.fontdef
13:32:30: Parsing script OgreDebugPanel.overlay
13:32:30: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:32:30: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
13:32:30: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
13:32:30: Font BlueHighwayusing texture size 512x512
13:32:30: Info: Freetype returned null for character 127 in font BlueHighway
13:32:30: Info: Freetype returned null for character 128 in font BlueHighway
13:32:30: Info: Freetype returned null for character 129 in font BlueHighway
13:32:30: Info: Freetype returned null for character 130 in font BlueHighway
13:32:30: Info: Freetype returned null for character 131 in font BlueHighway
13:32:30: Info: Freetype returned null for character 132 in font BlueHighway
13:32:30: Info: Freetype returned null for character 133 in font BlueHighway
13:32:30: Info: Freetype returned null for character 134 in font BlueHighway
13:32:30: Info: Freetype returned null for character 135 in font BlueHighway
13:32:30: Info: Freetype returned null for character 136 in font BlueHighway
13:32:30: Info: Freetype returned null for character 137 in font BlueHighway
13:32:30: Info: Freetype returned null for character 138 in font BlueHighway
13:32:30: Info: Freetype returned null for character 139 in font BlueHighway
13:32:30: Info: Freetype returned null for character 140 in font BlueHighway
13:32:30: Info: Freetype returned null for character 141 in font BlueHighway
13:32:30: Info: Freetype returned null for character 142 in font BlueHighway
13:32:30: Info: Freetype returned null for character 143 in font BlueHighway
13:32:30: Info: Freetype returned null for character 144 in font BlueHighway
13:32:30: Info: Freetype returned null for character 145 in font BlueHighway
13:32:30: Info: Freetype returned null for character 146 in font BlueHighway
13:32:30: Info: Freetype returned null for character 147 in font BlueHighway
13:32:30: Info: Freetype returned null for character 148 in font BlueHighway
13:32:30: Info: Freetype returned null for character 149 in font BlueHighway
13:32:30: Info: Freetype returned null for character 150 in font BlueHighway
13:32:30: Info: Freetype returned null for character 151 in font BlueHighway
13:32:30: Info: Freetype returned null for character 152 in font BlueHighway
13:32:30: Info: Freetype returned null for character 153 in font BlueHighway
13:32:30: Info: Freetype returned null for character 154 in font BlueHighway
13:32:30: Info: Freetype returned null for character 155 in font BlueHighway
13:32:30: Info: Freetype returned null for character 156 in font BlueHighway
13:32:30: Info: Freetype returned null for character 157 in font BlueHighway
13:32:30: Info: Freetype returned null for character 158 in font BlueHighway
13:32:30: Info: Freetype returned null for character 159 in font BlueHighway
13:32:30: Info: Freetype returned null for character 160 in font BlueHighway
13:32:30: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
13:32:30: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
13:32:30: Parsing script OgreLoadingPanel.overlay
13:32:30: Finished parsing scripts for resource group Bootstrap
13:32:30: Parsing scripts for resource group General
13:32:30: Finished parsing scripts for resource group General
13:32:30: Parsing scripts for resource group Internal
13:32:30: Finished parsing scripts for resource group Internal
13:32:30: Parsing scripts for resource group SkyX
13:32:30: Parsing script SkyX.material
13:32:30: Compiler error: invalid parameters in SkyX.material(109): param_named and param_indexed properties requires at least 3 arguments
13:32:32: Finished parsing scripts for resource group SkyX
13:32:32: Can't assign material _NULL_ to SubEntity of SkyXMeshEnt because this Material does not exist. Have you forgotten to define it in a .material script?
13:32:32: Texture: SkyX_Starfield.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:32:32: Texture: SkyX_Moon.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
13:32:32: Texture: Noise.jpg: Loading 1 faces(PF_R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
13:32:33: *** Initializing OIS ***
13:32:33: *** Initializing OIS ***
13:34:56: DefaultWorkQueue('Root') shutting down on thread 0050CC08.
13:34:56: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E00 stopped.
13:34:56: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E90 stopped.
13:34:56: DefaultWorkQueue('Root')::WorkerFunc - thread 00532E30 stopped.
13:34:56: DefaultWorkQueue('Root')::WorkerFunc - thread 00532EF0 stopped.
13:34:56: *-*-* OGRE Shutdown
13:34:56: Unregistering ResourceManager for type Compositor
13:34:56: Unregistering ResourceManager for type Font
13:34:56: Unregistering ResourceManager for type Skeleton
13:34:56: Unregistering ResourceManager for type Mesh
13:34:56: Unregistering ResourceManager for type HighLevelGpuProgram
13:34:56: Uninstalling plugin: Cg Program Manager
13:34:56: Plugin successfully uninstalled
13:34:56: Unloading library .\Plugin_CgProgramManager
13:34:56: Uninstalling plugin: Octree & Terrain Scene Manager
13:34:56: Plugin successfully uninstalled
13:34:56: Unloading library .\Plugin_OctreeSceneManager
13:34:56: Uninstalling plugin: GL RenderSystem
13:34:56: *** Stopping Win32GL Subsystem ***
13:34:56: Plugin successfully uninstalled
13:34:56: Unloading library .\RenderSystem_GL
13:34:56: Uninstalling plugin: D3D9 RenderSystem
13:34:56: D3D9 device: 0x[030DEDA0] destroy. Releasing D3D9 texture: _SkyX_VolCloudsData0
13:34:56: Released D3D9 texture: _SkyX_VolCloudsData0
13:34:56: D3D9 device: 0x[030DEDA0] destroy. Releasing D3D9 texture: _SkyX_VolCloudsData1
13:34:56: Released D3D9 texture: _SkyX_VolCloudsData1
13:34:56: D3D9 : Shutting down cleanly.
13:34:56: Unregistering ResourceManager for type Texture
13:34:56: Unregistering ResourceManager for type GpuProgram
13:34:56: D3D9 : Direct3D9 Rendering Subsystem destroyed.
13:34:56: Plugin successfully uninstalled
13:34:56: Unloading library .\RenderSystem_Direct3D9
13:34:56: Unregistering ResourceManager for type Material
Post Reply