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Dark GDK / Bloom/HDR in darkGDK

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General Reed
18
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Joined: 24th Feb 2006
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Posted: 2nd Feb 2008 03:14
Has anyone got a flexable example of either bloom or hdr?

I have tried implementing two diffrent evolved bloom effects, but none succsesful. In my second attempt, the program crashed with a memory add error, when i tried to set the "brightness" effect constant. I tried the smae code on another shader which had a brightness float in it, but it did not crash.

Argh this is so annoying, ive got deffered shading, and frensel both working, but i cant get bloom working?????????

Any help would be appreciated

Thanks - Gen reed

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

General Reed
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Posted: 2nd Feb 2008 15:47
Anyone?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Morcilla
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Posted: 2nd Feb 2008 16:01
Which version are you using? Which shader code? Are you using DarkShader?
General Reed
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Posted: 2nd Feb 2008 16:09
No i am not using darkshader, Dark shader does not even work with gdk as far as i know.

Im using the free version of the gdk

Here is the shader code that crashes




Here is the c++ code to setup, and run it






Any help with this would really be appreciated!

BTW, does the bloom shader for dark shader work in darkgdk?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

General Reed
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Posted: 2nd Feb 2008 16:50
Ok, it seems to be every time i call a setEffectConstant...., the program crashes with an access violation. I tried the dark shader bloom and it came back with this result?

What the hel????????????

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Morcilla
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Posted: 2nd Feb 2008 17:05
Well, it seems that the shaders doesn't work with the free version
General Reed
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Posted: 2nd Feb 2008 17:15
Quote: "Well, it seems that the shaders doesn't work with the free version "


OMG, thats it im moving to an engine that works.

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Morcilla
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Posted: 2nd Feb 2008 17:25
Hey DGDK works, otherwise I wouldn't be finishing my project, don't you think so?
Maybe 2008 version needs an update, but that's all.
General Reed
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Posted: 2nd Feb 2008 17:30
Yeah, well in modern games, good shaders are at there core. How am i supposed to make a game, That meets todays standards, if the shaders dont work????????

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Morcilla
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Posted: 2nd Feb 2008 17:48
I agree. Well, of course I use shaders in my project, as you say, to meet today's standards. I'm finishing it with the DGDK/vs2005 commercial version.

I guess you got everything else working, or are you starting a game with the bloom shader development?
What I mean is that, by the day you -really- need the shaders, that is at least, at the middle of a project, they will have been fixed long ago. Just my opinion, of course.
General Reed
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Posted: 2nd Feb 2008 17:51
ur prob right, I dont see exactly How these shaders cannot work. Ive gotten evolveds deffered shader to work, with shadows, which is great!, but i can get bloom? its so weird.

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

david w
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Posted: 2nd Feb 2008 19:29 Edited at: 2nd Feb 2008 19:30
@general reed. I understand your concerns. I could not get evolveds bloom or hdr shader to work either. But you know I got deffered to work.

Anyways, the point of this post is to let you know something. DBP and GDK are great languages. The problem is that they are really full of bugs. I often say you can make a great game with these tools, and I believe this. But you have to know every little quirk and work-around. This is the problem. I think I know most of this stuff, but the speed is just not there. I am not trying to rip on DBP or GDK in any way. I think they are excellent products.

Its for these reasons that I have switched my primary language to straight Direct X 9.0 and Ageia PhysX. I have gotten all shaders to work that work with DBP/GDK with my new engine. PhysX implementation is 90% complete. The speed is off the charts/non-capped FPS.

Here check this screen out.

In this screen I have 2500 dynamic boxes all parallaxed shaded, and the huge terrain that is blend shaded. And no slow-down at all. Period.

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General Reed
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Posted: 2nd Feb 2008 19:38
Wow! thats awesome!, Do you think i would be better off creating my own engine in dx9 then?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

david w
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Posted: 2nd Feb 2008 19:42
It depends if you dont give up. Really just dont give up if you are going to. I've been working on it for about 2 weeks now. I can already do pretty much everything I can do in GDK/DBP already. Its more complex but once you understand, you will realize that its not so different.
General Reed
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Posted: 2nd Feb 2008 19:45
Ok, do u know any tutorials/books i can use?

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

General Reed
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Posted: 2nd Feb 2008 20:25
Ive decided i will stick with darkgdk for the time being, and will try out directx9 on my next engine/game

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

david w
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Posted: 3rd Feb 2008 00:04
If you can get ahold of Special effects game programming with DIRECT X. That is an invaluable resource. It covers DX 8 but everything pretty much applies to 9.0, also tricks of the windows game programming gurus is also an excellent book. There are alot of tutorials/sample programs available if you google it.

I understand about sticking with GDK as its all wrapped and easy to use.
Miguel Melo
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Posted: 3rd Feb 2008 12:39 Edited at: 3rd Feb 2008 12:40
Still, it remains a shame that such a neat API keeps getting marred by bugs - especially bugs that keep coming and going while no new real features are entering the product that could justify the instability.

I have vague plans for World Domination
Chenak
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Posted: 3rd Feb 2008 17:26
Maybe there is a shader file which doesn't use version 2.0, check all of the required files and modify them to 2.0 and I think you'll find it should work... I hope. Was looking to getting shaders to work in GDK for my dissertation project, if it doesnt work im a bit screwed lol.

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