"We use the word 'politics' to describe the process so well: 'Poli' in Latin meaning 'many' and 'tics' meaning 'bloodsucking creatures'."
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New demo
Thursday, October 9, 2003 | Permalink

Demo time again. Some transparent shadowmapping goodness for your pleasure.
Enjoy!


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NitroGL
Friday, October 10, 2003

That's pretty cool, nothing too special though (pretty simple).

BTW, when I maximize the window it isn't adjusting the viewport, and rendering at that res (it's just doing a bilinear strech blt).

Humus
Friday, October 10, 2003

Yeah, I know that problem, the framework doesn't resize the framebuffer when the window is resized. I haven't remembered to fix that.

Turbohasse
Friday, October 10, 2003

Awesome! Really like your work. This one was quite smooth and nice as well...

Just a question about Ashli, since I saw you talking about it in another comments. Is it possible to transform your own renderman-shader to OpenGL in the current version? I know you can transform the ones included, but i haven't found any way to load your own. Is it a limitation in this demo?

Humus
Friday, October 10, 2003

I'm no expert on that particular demo, though I think there's a file where you can add your own shaders.

NeoKenobi
Monday, October 13, 2003

A very cool demo yet again humus!
I noticed your last few demos were DirectX demos, is there a particular reason for this? It looks like those effects could be easily implemented in OpenGL too...

Humus
Monday, October 13, 2003

It's just that I want to use a high level shading language. So until glslang is officially supported I'll probably do most stuff in Direct3D.

Metal
Thursday, October 16, 2003

for sure this is a good looking demo
in the last comment you write "I want to use a high level shading language" what about cg ??? isn t it an alternative to glsl/hlsl?
what you guys think about the nVidia language?
i m about to learn it ; hope it won t be a waste of time!

NitroGL
Thursday, October 16, 2003

Cg, IMO, is a waste of time. It doesn't do a decent job of optimizing, and it likes to over do texture indirections (something the NV3x doesn't really have a problem with). HLSL and GLSL don't have that problem. Of course that's only the fragment shader part, Cg is ok for vertex shaders I suppose.

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