My project (screenshot included)

Humus

New member
Hi!

I must say fragment shaders really rock! :)
About 10 days after I recieved my Radeon 8500 I've come this long (ok, I did some preparation work ;)):

http://hem.passagen.se/emiper/temp/specular.html

Perpixel lighting with specular. Everything is done with vertex and fragment shaders. Currently the specular exponent is fixed, but I'll try to rectify that tomorrow :). The lights doesn't move yet either, but nothing really prevents me from doing so, nothing is precalculated. Framerate needs to be fixed though ;), even though the framerate in the picture is at 1600x1200x32 (scaled it down for web publishing purpose).
 
I've added a little text and another screenshot there.
I'm having some driver probs though, been in contact with ATi about it, hopefully it'll get resolved soon. But there's lots of work to do in the mean time so ... :)
 
Yeah, that's at 1600x1200x32 btw. I've also raised the performance quite a lot today, had my attenuation map set up quite badly. So when that was fixed I didn't have to make the lights as big as I've done before, which means you don't need to apply them on as many polygons. But there's still a lot of work to do in this area. I currently just check the distance to the plane it lies in, not if it's actually hitting the polygon, gonna do that later.

I've put up some other shots today, showing what difference the [-8,8] range of the fragment shaders can do as compared to the usual [0,1] range.
 
Humus said:
Yeah, that's at 1600x1200x32 btw. I've also raised the performance quite a lot today, had my attenuation map set up quite badly. So when that was fixed I didn't have to make the lights as big as I've done before, which means you don't need to apply them on as many polygons. But there's still a lot of work to do in this area. I currently just check the distance to the plane it lies in, not if it's actually hitting the polygon, gonna do that later.

I've put up some other shots today, showing what difference the [-8,8] range of the fragment shaders can do as compared to the usual [0,1] range.

Oh, just a quick tip:
If you use a dependent read for light atten., you really should switch to a 3D texture, it'll work exactly the same, and preformance will be A LOT better (Vertex Shader setup is VERY simple).
 
NitroGL said:


Oh, just a quick tip:
If you use a dependent read for light atten., you really should switch to a 3D texture, it'll work exactly the same, and preformance will be A LOT better (Vertex Shader setup is VERY simple).

I am using a 3d texture already.
 
I squeezed the performance up quite a lot today. :) Went from 13fps to 40fps in 1600x1200x32 in a scene with lot of medium sized lights. :) That's 3x the performance, quite a boost :D
And there's still room for improvement. :)
 
Well, I would, if there weren't for some driver bugs I'm waiting for ATi to solve. I've been working on another project a little the latest days I plan to release really soon, maybe tonight already.
 
I've updated the site with some info about the progress and some screenshot, not that much to talk about. I hope I can have some kind of demo based on this in the not too distant future.
 
wow, nice work humus. Umm, i'm assuming that the numbers are frame counters, and you'll prolly up the poly counts a bit :). Just a suggestion, if you can, find a way to appeal the the 8500's culling capabilites, might save your skin in terms of frames and allow you to add a few polys. Just my 2 cents... :) great work tho
 
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