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3Dc texture compression demo
Sunday, June 27, 2004 | Permalink

It took a bit longer than I had originally planned, but now the 3Dc demo I promised is finally here. Haven't had much time to dedicate to this project, and unfortunately I had to do some changes to my framework to get things up and running the way I wanted it. I rewrote my whole DXT decompression code and added 3Dc decompression to it. I also had to write that 3DcGenerator tool (which I btw now have updated to include some more advanced normal map generation code) to get my 3Dc textures. With that done however, getting 3Dc into future applications will be a quick and easy task.

Anyway, this demo mainly shows off 3Dc texture compression and how to use it, but also illustrates how to use detail normal mapping. Plus a bunch of other stuff like offset mapping, cubic shadow mapping etc., but I've done that before.

Anyway, enjoy.



Enter the code below

Monday, June 28, 2004

I think humus has a cubic shadow mapping demo in OpenGL on this site (shadows that rocks?) Anyway it uses the "packing a float into a color texture" hack to accomplish this.

There is also another demo of this "hack" at:
(The portalengine demo)

Monday, June 28, 2004

Looks good, nice work

I'm curious about one thing though... if shadows, compressed bump maps and compressed base maps are all set to false I get about 75 fps. Enabling only compressed bump maps gives a nice boost to about 90 fps, and enabling only compressed base maps gives me about 93 fps. The weird thing (I think, I've never done any 3D programming) is that with both compressed bump maps and compressed base maps enabled, I get 91 fps. Granted it's not a big difference, but it does make me curious. Individually they both give a nice performance boost, but shouldn't the boost get bigger when using both? I see the same pattern with shadows enabled, only the numbers are lower.

This is with a Radeon 9800 Pro and Catalyst 4.6 drivers if it matters

Monday, June 28, 2004

Another nice and detailed demo Humus! What I've noticed in the last few demos with offset bumpmapping and bumpmap self shadowing is that the shadow maps look very sharp. They look almost as if shadow volumes were used.

Tuesday, June 29, 2004

Some people have reported similar behavior, and I don't know why that is really. On my machine I get expected results. Hmm, maybe it's a driver version thing?

Tuesday, June 29, 2004

Okey... as I said, I'm running the latest official Catalyst so I guess I'll check again after Cat 4.7 is released then.

Wednesday, June 30, 2004

The screenshot looks good but the demo doesn't work for me at all. I have a GeForce FX 5600U with ForceWare 61.40. I guess these drivers have some problems. Of course they are beta after all. So moral of the story, if you want to run this demo, DON'T use 61.40 ForceWares.

Wednesday, June 30, 2004

This demo does not work for me on the 800XT it creates an empty window and hangs. I downloaded the dll from this site for people having trouble, still no go. A search of forums and websites pointing to this demo show I am not alone! Same symptoms for all. People can't get it to work with exactly same syptom. A window opens upon start of the EXE but remains empty and transparent. It can be closed, so I know the system is not looped. I would really like to see this demo in action. Any help would be appreciated, I did read up and no suggestions or downloads from this site have worked.

Wednesday, June 30, 2004


read and you will seee a guy has an empty window when starting the program. This demo wants to be seen but a lot of us don't know how or why.

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