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								DarkDragon 							 
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								by DarkDragon   »  Fri Apr 10, 2009 7:05 am 
			
			
			
			
			Blobby wrote: Can I ask which tool you use to generate your material files and shaders?
Notepad.
For validating GLSL shaders I use glslValidate from 3DLabs (they aren't offering it anymore).
@djes: That was the first example I've looked when I was going deeper into OGRE. 
 So there's no need to be sad.
Maybe you could write those links into your topic:
OGRE Manual - Table of contents  
Automatically defined shader variables ...  
			
			
									
									bye, 
Daniel
						 
		 
				
		
		 
	 
				
			
		
		
			
				
																			
								Blobby 							 
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								by Blobby   »  Fri Apr 10, 2009 11:43 am 
			
			
			
			
			
oops  
  
and thanks!
I should've known you would've done something as you made that cool water demo too 
 
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
																			
								Blobby 							 
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								by Blobby   »  Fri Apr 10, 2009 11:46 am 
			
			
			
			
			DarkDragon wrote: Blobby wrote: Can I ask which tool you use to generate your material files and shaders?
Notepad.
For validating GLSL shaders I use glslValidate from 3DLabs (they aren't offering it anymore).
I don't see the option to generate material files in Notepad!  
  
Just kidding. 
 
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
																			
								DarkDragon 							 
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								by DarkDragon   »  Sat Apr 11, 2009 9:56 am 
			
			
			
			
			Update 
 
Now it works with an variable number of lights through multipass rendering.
And I've done some changes.
Same link, new luck (Clear your cache):
Download  
			
			
									
									bye, 
Daniel
						 
		 
				
		
		 
	 
	
						
		
		
			
				
								Falko 							 
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								by Falko   »  Sat Apr 11, 2009 6:49 pm 
			
			
			
			
			wow DD, this is a very good sample.
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
																			
								Blobby 							 
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								by Blobby   »  Sun Apr 12, 2009 2:13 pm 
			
			
			
			
			Another nice example, Daniel!. 
 
What I'm a little puzzed over is the form of the light on all your examples. It seems to have a radial quality to it in that as the object rotates you see a line of light running up the center.   
 
I remember once seeing a material with a similar quality in Maya, I think it's name was Blinn. I imagine it'll be good for metalic materials.
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
																			
								IdeasVacuum 							 
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								by IdeasVacuum   »  Thu Dec 31, 2009 3:21 am 
			
			
			
			
			Hello Daniel 
 
Normalmapping.pb crashes PB4.40(x86) during compilation. Any idea why?
			
			
									
									IdeasVacuum 
If it sounds simple, you have not grasped the complexity.
						 
		 
				
		
		 
	 
	
						
		
		
			
				
																			
								IdeasVacuum 							 
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								by IdeasVacuum   »  Thu Dec 31, 2009 3:30 am 
			
			
			
			
			...Ah, it's because Engine3D.dll is in the Project Folder, so not a problem!
			
			
									
									IdeasVacuum 
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								Lexicon 							 
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								by Lexicon   »  Mon Mar 31, 2014 3:04 pm 
			
			
			
			
			Nice work!
But...
Code: Select all 
    ;LoadMesh(0, "sphere.mesh")
    
    CreateCube(0, 8)
    GetScriptMaterial(0, "Normalmap")
    
    Parse3DScripts()
    
    ; Create a cube
    CreateEntity(0, MeshID(0), MaterialID(0)) ; #PB_Material_None)
... and nothing. 
 Why?
 
			
			
									
									PureBasic 5.11 | WinXP | 2GB RAM | GForce GT240
						 
		 
				
		
		 
	 
	
						
		
		
			
				
								Samuel 							 
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								by Samuel   »  Mon Mar 31, 2014 6:48 pm 
			
			
			
			
			I believe you need to give your mesh tangents. After you create your mesh try 
BuildMeshTangents(#Mesh) .
I also think 
Parse3DScripts()  needs to go after your Add3DArchives, but before you load the material script.
Code: Select all 
    Add3DArchive(PathToScripts$, #PB_3DArchive_FileSystem)
    Add3DArchive(PathToTextures$, #PB_3DArchive_FileSystem)
    Parse3DScripts()
    CreateCube(0, 8)
    BuildMeshTangents(0)
    GetScriptMaterial(0, "Normalmap")
    CreateEntity(0, MeshID(0), MaterialID(0))
 
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
								Lexicon 							 
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								by Lexicon   »  Mon Mar 31, 2014 7:09 pm 
			
			
			
			
			Samuel wrote: I believe you need to give your mesh tangents. After you create your mesh try 
BuildMeshTangents(#Mesh) .
I also think 
Parse3DScripts()  needs to go after your Add3DArchives, but before you load the material script.
Code: Select all 
    Add3DArchive(PathToScripts$, #PB_3DArchive_FileSystem)
    Add3DArchive(PathToTextures$, #PB_3DArchive_FileSystem)
    Parse3DScripts()
    CreateCube(0, 8)
    BuildMeshTangents(0)
    GetScriptMaterial(0, "Normalmap")
    CreateEntity(0, MeshID(0), MaterialID(0))
Thanks S! I have PB 5.11 and no have this command. 
  
But I saw this text on the OGRE wiki: 
http://www.ogre3d.org/tikiwiki/tiki-ind ... umpMapping 
Important Hint: To use bumpmapping, we'll need tangent vectors for our meshes. 
 
OGRE can do this for you ahead of time if you use the '-t' parameter to the command line tools OgreXmlConverter or OgreMeshUpgrade.
I'll try and report. 
 
			
			
									
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								Samuel 							 
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								by Samuel   »  Mon Mar 31, 2014 7:19 pm 
			
			
			
			
			In the past I've used OgreXmlConverter to add tangents to my meshes. It's pretty easy, but it can be time consuming if you have a lot of meshes to alter.
			
			
									
									
						 
		 
				
		
		 
	 
	
						
		
		
			
				
								Lexicon 							 
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								by Lexicon   »  Mon Mar 31, 2014 7:28 pm 
			
			
			
			
			Samuel wrote: In the past I've used OgreXmlConverter to add tangents to my meshes. It's pretty easy, but it can be time consuming if you have a lot of meshes to alter.
I believe that will be around a thousand.
 
			
			
									
									PureBasic 5.11 | WinXP | 2GB RAM | GForce GT240