Poll

would we use shaders and how?

yes, dx11!
1 (14.3%)
yes, openGL2.0
6 (85.7%)
yes, other DX
0 (0%)
yes, wait till newer open gl
0 (0%)
NEVER!
0 (0%)

Total Members Voted: 3

Voting closed: 13 July 2016, 20:05:03

Author Topic: shaders?  (Read 3458 times)

emscape

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shaders?
« on: 26 May 2010, 22:13:44 »
hi there, should we use shaders(and normal maps would be needed then) to make glest look more realistic? Shaders are simply waking the idea that an object has more polygones, because the texture will react differently on different directions of light. THe normalmaps are created simply by the gimp plugin u can download...

please tell me if u'd like this...

ElimiNator

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Re: shaders?
« Reply #1 on: 26 May 2010, 23:06:30 »
We are allready thinking about adding this to mega-glest, but its not that high on the list.
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emscape

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Re: shaders?
« Reply #2 on: 27 May 2010, 06:43:00 »
oh ok,

then I was a little late

Gabbe

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Re: shaders?
« Reply #3 on: 27 May 2010, 14:23:49 »
you are talking about OpenGL, DX11 is way faster, and my card supports it, that is the option in my favour

titi

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Re: shaders?
« Reply #4 on: 27 May 2010, 14:29:37 »
?? Thats completly offtopic! DirectX/OpenGL has nothing to do with this and I think Glest will hopefully never support DirectX because its Windows only.
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ElimiNator

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Re: shaders?
« Reply #5 on: 27 May 2010, 17:46:06 »
Yes, at least mega glest won't support DirectX.
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emscape

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Re: shaders?
« Reply #6 on: 27 May 2010, 19:50:39 »
i know thats why I made the option to vote for dx! but me also thinking that opengl2.0 usage would be the best, because yeah u know, it is portable to linux

Gabbe

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Re: shaders?
« Reply #7 on: 27 May 2010, 22:17:49 »
I think tit told you that DX and OGL doesn`t have anything to do with shaders...

emscape

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Re: shaders?
« Reply #8 on: 27 May 2010, 22:24:10 »
it has! dx, and opengl are coupled to a shader model. Like DX10 has model4.0 DX9 had 3.0 and 2.0 and DX11 has model5.0. I do not mean the shader processors within the GPU, but the shaders as meant as the thing that make light have influence on textures, with the use of normal maps...

oh and if u want to integrate it, i'd be happy to make all the normal maps!

emscape

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Re: shaders?
« Reply #9 on: 29 May 2010, 12:22:46 »
If u integrate it, i will make all the normal maps for all factions!

Gabbe

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Re: shaders?
« Reply #10 on: 29 May 2010, 12:46:37 »
lmao everyone can do that on their own...

i would also want shaders though, i got a bunch of GLSL models ready...
« Last Edit: 29 May 2010, 12:53:06 by Gabriel, Gabbe »

Gabbe

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Re: shaders?
« Reply #11 on: 29 May 2010, 13:12:29 »
here is a sowrdman, just to encourage...



without normal bump spec or occlusion map.

emscape

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Re: shaders?
« Reply #12 on: 29 May 2010, 13:17:52 »
yeah ok, but it was to encourage em, that i could spare the designers of megaglest a few hours of work...

Gabbe

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Re: shaders?
« Reply #13 on: 29 May 2010, 13:19:22 »
perhaps i should compare old vs new like?

emscape

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Re: shaders?
« Reply #14 on: 29 May 2010, 13:20:44 »
yeah!, but we must do one with normal/specular maps then...

Gabbe

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Re: shaders?
« Reply #15 on: 29 May 2010, 13:28:42 »
GIMP got built in modules for that, it is done in like five minutes...


emscape

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Re: shaders?
« Reply #16 on: 29 May 2010, 14:24:24 »
I have it for oblivion modding, thats why I said i could do itXD

emscape

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Re: shaders?
« Reply #17 on: 1 June 2010, 15:23:13 »
is there any progress on the shaded swordman?

Gabbe

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Re: shaders?
« Reply #18 on: 1 June 2010, 16:03:50 »
uhh i didn`t say i wnt to do it...

ElimiNator

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Re: shaders?
« Reply #19 on: 1 June 2010, 17:06:45 »
Ill do it, just watch...
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emscape

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Re: shaders?
« Reply #20 on: 1 June 2010, 17:33:21 »
NICENICNEICENICENICENICENICENICENICENCICENICENICENICENICENICENICENICENICENICE

Nice is a city in france, but also the English word to announce that something is neat...

Coldfusionstorm

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Re: shaders?
« Reply #21 on: 10 June 2010, 01:23:56 »
i WANT THIS!, i was thinking about this THIS VERY day, and wondeirng how awesome glest would be with this kind of stuff.

(okay, i was more thinking of texture filters, but that aint too needed in a RTS)
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