Xaphier Report post Posted December 30, 2007 (edited) I made a demo (gltest.exe) so you can see some effects of the shader system. You can download every thing needed here http://www.eternal-lands.com/shaders_test.zip. Only the normal mapping, parallax mapping and the lava are eye candies. The program shows some materials with shaders. You need GL_ARB_fragment_shader, GL_ARB_shader_objects, GL_ARB_shading_language_100 and GL_ARB_vertex_shader or OpenGL 2.0 instead of all the extensions. Materials: default: Nothing special, only for testing. stones: Nothing special, only for testing. stones_ext: Texture in YCrCb color space. stones_test: Nothing special, only for testing. door_ext: Texture in YCrCb color space. door: Nothing special, only for testing. door_dxt1: Nothing special, only for testing. m0: Nothing special, only for testing. m0_ext: Nothing special, only for testing. m0_dxt1: Nothing special, only for testing. dxt1: DXT1 compressed texture. Mainly for comparison with the YCoCg. dxt3: DXT3 compressed texture. Mainly for comparison with the YCoCg. dxt5: DXT5 compressed texture. Mainly for comparison with the YCoCg. YCoCg: This is an example of storing the texture in the YCoCg color space with DXT5 compression. Looks better than DXT1 compression but needs one byte per pixel. No special extension needed besides texture compression and shaders. rgb8: Uncompressed rgb8 texture. Mainly for comparison with the YCoCg. rgb16: Nothing special, only for testing. rgb16f: Half float point texture. Here you can see if your graphic card supports linear filtering for this type of texture format. rgb32f: Single float point texture. Here you can see if your graphic card supports linear filtering for this type of texture format. rgba8: Nothing special, only for testing. rgba4: Nothing special, only for testing. l8: Nothing special, only for testing. la8: Nothing special, only for testing. no_normal_mapping: Texture without normal mapping. normal_mapping: Texture with uncompressed tangent space normal mapping. normal_mapping_ext: Texture with compressed tangent space normal mapping. Supported are 3Dc, LATC2 and DXT5. parallax_mapping: Texture with tangent space normal mapping and parallax. gray: A shader that "grays" the texture like the texture adaption with night_shift_textures, but without the need to change the texture. lava: A lava shader. Simple, fast and nice looking. with the parameter --start= and the name of the material you want to start with, e.g. --shart=lava begins with the lava material. Default is material default The keys left and right are used to switch to the previous or next material. The program tests runs 93 unit tests. With --show_progess=yes it shows progress. Don't show anything nice. Source: http://www.eternal-lands.com/shader_system.tar.bz2 You need boost to compile it Edited December 31, 2007 by Xaphier Share this post Link to post Share on other sites
RotationZ Report post Posted December 30, 2007 Wow, Lava looks awsome, and also the stones are a mayor improvement... The options: rgb16f and rgb32f didn't work as expected (flickering and CPU usage going through the roof) will post my #GL_info if needed... Share this post Link to post Share on other sites
Xaphier Report post Posted December 30, 2007 They only work if your card supports float point textures. That's the GL_ARB_texture_float extension Share this post Link to post Share on other sites
RotationZ Report post Posted December 30, 2007 (edited) Then there is something wrong.. i have the float and 1/2 float extensions Video card: GeForce 6200 TurboCache/PCI/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.1 Supported extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two *more comes but not intresting* Edited December 30, 2007 by RotationZ Share this post Link to post Share on other sites
Xaphier Report post Posted December 30, 2007 Oh, you use one of the lastes nvidia drivers? Then it is likely the bug in the drivers that also make problems with the FBO float point format tests. Share this post Link to post Share on other sites
RotationZ Report post Posted December 30, 2007 (edited) Other PC: Here the RGB16F works, the RGB32F doesn't. again latest Nvidia drivers if you want i can switch to older ones: Video card: GeForce 7300 GS/PCI/SSE2/3DNOW! Vendor ID: NVIDIA Corporation OpenGL Version: 2.1.1 Supported extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_float GL_ARB_texture_mirrored_repeat Edited December 30, 2007 by RotationZ Share this post Link to post Share on other sites
Xaphier Report post Posted December 30, 2007 I added the float point textures to the demo to detect errors in drivers etc. to prevent a big error search later. If you want you can downgrade the drivers, I think the previous version should work. Share this post Link to post Share on other sites
RotationZ Report post Posted December 30, 2007 (edited) Owkay will try... Just found out that the current driver i'm using contains a flaw which was fixed recently by nvidia, will update to the most current one first and try again... */ EDIT */ Latest drivers show no problems Lava looks very realistic already.. awsome Thanx nVidia */ Edited December 30, 2007 by RotationZ Share this post Link to post Share on other sites
Entropy Report post Posted December 31, 2007 Ok, what do you mean by current drivers? When were they released, and what version are they? Share this post Link to post Share on other sites
Xaphier Report post Posted December 31, 2007 Source code is there http://www.eternal-lands.com/shader_system.tar.bz2 Share this post Link to post Share on other sites
RotationZ Report post Posted December 31, 2007 (edited) I used the older version: Nvidia Forceware 163.75 Nvidia brought an update of this driver because of various problems, concering the Geforce 7 range So i downloaded the new version yesterday this is the most current version: Nvidia Forceware 169.21 (Dated 10-12-07) Both are the win32 drivers for windowsXP Edited December 31, 2007 by RotationZ Share this post Link to post Share on other sites
Entropy Report post Posted December 31, 2007 Ok, so which version works, and which version doesn't work? Share this post Link to post Share on other sites
RotationZ Report post Posted January 1, 2008 169.21 is the working one for RGB16F and RGB32F .... the other version doesn't do the RGB32F, it does however show RGB16F correctly Share this post Link to post Share on other sites
Entropy Report post Posted January 1, 2008 Ok, so the very latest Nvidia drivers fix the crash on startup problem with the game as well? Share this post Link to post Share on other sites
amd Report post Posted February 7, 2008 Source code is there http://www.eternal-lands.com/shader_system.tar.bz2 Is it possible to download these again? I have intel cards on my machines... Share this post Link to post Share on other sites
Entropy Report post Posted February 7, 2008 Thy will is my command I reuploaded it. Share this post Link to post Share on other sites