SkyX plugin [SkyX 0.1 released! - Page 1]

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

Post by Kenshido »

I only add the following:

Code: Select all

mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));
and here's the difference:
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screenshot06232010_091754150.jpg
screenshot06232010_092012614.jpg
esset
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by esset »

Kenshido wrote:I only add the following:

Code: Select all

mSkyX->getCloudsManager()->add(SkyX::CloudLayer::Options(/* Default options */));
and here's the difference:
Oh god look at that fps! 1000->250, is it really worth it?
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Matheus Martino
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Matheus Martino »

The FPS of the second screenshot is higher because skyx is not working properly, there is no clouds in that screenshot. You just made the pluging don't work with your changes :roll: .
Excuse me if my english fail!
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Xavyiy
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

I think the problem is about your GPU processing power, vendor & model?
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Kenshido »

Matheus Martino wrote:The FPS of the second screenshot is higher because skyx is not working properly, there is no clouds in that screenshot. You just made the pluging don't work with your changes :roll: .
Of course there are no clouds on the second screenshot. They're not enabled.
Xavyiy wrote:I think the problem is about your GPU processing power, vendor & model?
Saphire Radeon x1950pro 256mb. I've no problems in games such as FarCry2. Direct3D, Windows XP.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

Well, the thing is about your GPU.

The fact is that layered clouds have a little "heavy" shader, which means that in a new GPU you must be able to add maybe 20 layers with a very little fps impact (maybe 3-5 fps per layer or even less) since the geometry is very simple. But in old (~2004-2006 year) gpus even just one 'complex'(One SM 2.0 pass, it can't be very complex neighter..) shader can drastically drop the fps.
I think this is the 'problem'.

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

Post by Kenshido »

This card has shader model 3.0 support. Ok, I'll try on a newer one...
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

I mean that the layered clouds shader is just a simple Shader model 2 pass, so even the most complex shader can't be a heavy shader. ;)

Try it in a newer card to see how it works, maybe there's some kind of bottleneck in SkyX clouds manager update function, but I really doubt it..
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by msdark »

How to build in Linux?
SFCBias
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by SFCBias »

msdark wrote:How to build in Linux?
Get the unofficial release from the repository here:

https://launchpad.net/~sonsilentsea-tea ... nsilentsea
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by haltendehand »

Looks good, but I can't get it to compile, it always gives me the following error:
Creating library C:\Ogre3D\SkyX-v0.1\SkyX\SkyX\bin\SkyX.lib and object C:\Ogre3D\SkyX-v0.1\SkyX\SkyX\bin\SkyX.exp
LINK : fatal error LNK1561: entry point must be defined

I've tried to change the encoding, to write an empty int main() function and to write an empty int WINAPI WinMain function in the SkyX.cpp file, but it still doesn't work. :(

Edit: could the reason be Ogre 1.7?
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Beauty »

Hi Xavyiy,

I didn't recognized your project SkyX until today.
It's great - the same as your Hydrax add-on.

Thanks again for your awesome work - it's a figurehead of Ogre !!
Also for the fact that your source code is available and free to use :D


Is there still a port or wrapper for Mogre?
Even when it's a non ready prototype - please give us a notice in this forum thread of the Mogre forum.
If there is nothing for Mogre yet, a user wants to create a Mogre add-on for SkyX.
(We will see if it's a port or a wrapper. I would prefer a wrapper.)
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
Add your country to your profile ... it's interesting to know from where of the world you are.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by haltendehand »

MSVC seemed to be the problem, as it works in VC2008, but not in the 2010 version.
Could you please insert a note about it in the first post?

Edit: got it to build in 2010
Last edited by haltendehand on Wed Aug 04, 2010 9:20 pm, edited 1 time in total.
Stinkfist
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Stinkfist »

Hi Xavyiy,

Awesome work with SkyX (and Hydrax)! One little request for the next version: could it be possible to include fog support for materials/shaders? I'm working with an open-source application in which unlimited view distance is not possible to use. Therefore reducing the view distance with fog would be handy, but however if I apply fog currently to the sky material I cannot see the sky at all.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Beauty »

I created a wiki page for this great add-on.
http://www.ogre3d.org/tikiwiki/SkyX

It would be great when somebody adds details.

Also screenshots would be nice.
How to add images you can read here:
http://www.ogre3d.org/tikiwiki/Help+-+Images

More help you find in the wiki menu at "Ogre Wiki Help".



By the way:
Now it's also available for Mogre (C#).
User boyamer wrote the wrapper - thanks :D
Help to add information to the wiki. Also tiny edits will let it grow ... :idea:
Add your country to your profile ... it's interesting to know from where of the world you are.
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Jason Rogers
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Jason Rogers »

Stinkfist wrote:could it be possible to include fog support for materials/shaders? I'm working with an open-source application in which unlimited view distance is not possible to use. Therefore reducing the view distance with fog would be handy..
My up-comming project will also require lower visible distance, fog support would be an awesome option!

I will also be using Hydrax if possible, so some kind of distance limit would be great there also (or is it there already? i may have missed it..)
<MetalPig> a world without undo-redo is a world I dont want to live in.
<JayRogers> wish reality had an undo function.. the redo function seems to be working fine though, i can screw up as many times as i want.
foxbat
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by foxbat »

Great plugin, but I've got a few issues that I need some help with.

On the topic of fog, I'm a bit confused as to how fog is supposed to work in SkyX. I was under the impression that an atmospheric lighting model was a more realistic replacement for exponential fog. I've tried adjusting the atmospheric settings in SkyX however and I'm unable to get the visibility distance to change at all. If I mess with Rayleigh, Mie and the other parameters all that happens is that colours shift or things blow out. I'm unable to find any combination of parameters which achieves a modified visibility distance while still producing a normal looking sky.

One other thing - I'd like to confirm some reports other people have had where the moon vanishes while the camera is moving when the camera is attached to a scene node.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Stinkfist »

To elaborate my fog request, what I'm thinking would be something similar to what Caelum has/had.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Garzul »

Great plugin however i tried to add it with the new terrain system and i can't get the ground scattering to work correctly, it is very 'unstable' and scintillate while moving:

Image

I just used this line to add it (on top of the terrain tutorial on wiki):

Code: Select all

			TerrainGroup::TerrainIterator ti = mTerrainGroup->getTerrainIterator();
			while(ti.hasMoreElements())
			{
				Terrain* t = ti.getNext()->instance;
				MaterialPtr ptr = t->getMaterial();
				initBlendMaps(t);

mSkyX->getGPUManager()->addGroundPass(ptr->getTechnique(
                  0)->createPass(),5000,Ogre::SBT_TRANSPARENT_COLOUR);
			}
One other thing - I'd like to confirm some reports other people have had where the moon vanishes while the camera is moving when the camera is attached to a scene node.
Saw that too!
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by haltendehand »

Have you tried to delete the lightmap that was created before you used SkyX?
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by foxbat »

@ Garzul

I think you might be getting z-fighting artifacts between the terrain pass and the atmosphere pass. I have this problem too. The world->clip space transformation in the vertex shader of both passes needs to be handled in the same way otherwise the pixel depth can vary slightly between the passes due to floating point error. In my case I have ensured that both transforms are identical, but I still get the problem. So my (untested) theory is that because my terrain shader is in CG and the atmosphere shader is in HLSL there are somehow very minor differences in the final shader instructions that result in depth being calculated slightly differently.

I'm also interested to know whether you get any issues with atmosphere colour when looking down very close to the terrain surface. When I do this there's a bright while and blue pixelated circle artifact that forms. It looks like some kind of singularity in the atmospheric lighting equations within a minimum distance. The artifact goes away if I pull the camera up from the surface.
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Superfeesh
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Superfeesh »

I don't know if i'm having the same problem as Garzul, but i've added a Skyx ground pass to my Ogitor-generated terrain, causing this problem:
Image
Notice the artifacts around the horizon. It looks the way it's supposed to at some angles but not always.

This is the code i'm using to add it to my terrain. I'm also updating the ground pass in my update function.

Code: Select all

Ogre::TerrainGroup::TerrainIterator ti = mLoader->getTerrainGroup()->getTerrainIterator();
    while(ti.hasMoreElements())
         {
			Ogre::Terrain* t = ti.getNext()->instance;
            MaterialPtr ptr = t->getMaterial();

			skyx->getGPUManager()->addGroundPass(ptr->getTechnique(0)->createPass(),340,Ogre::SBT_TRANSPARENT_COLOUR);
         }
...So, does anyone know how to fix this? :C Also, how does one fix the moon flickering, too? I'm also having that problem.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by foxbat »

Yes that's the same as the problem I was describing, and the problem I believe Garzul may be having also. Are you using fixed function pipeline or a shader for your terrain's first pass? If shader, what language is it in? Some older cards generate artefacts like that if you mix fixed function with shader passes. If you're using a shader make sure the world to clipspace transform in the vertex shader is the same as in the skyX ground pass vertex shader. If neither of these are the problem (as is my case), then I'm not sure what the issue is. There's no inherent reason that I know of for why multiple passes should be effected by z precision providing the transform calculations are identical.
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]

Post by Xavyiy »

My summer holidays ends this weekend, so during the next week I'll try to reply all new posted questions!

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

Post by Houdini »

Xavyiy,

A while back I believe you mentioned you planned on releasing Hydrax 0.6 and SkyX 0.2 in Sept. Is that still the plan?

- Houdini
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