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DarkBASIC Professional Discussion / evoved's water shader problem

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Masqutti
16
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Joined: 8th Jan 2010
Location: insanity
Posted: 26th Feb 2010 07:26 Edited at: 26th Feb 2010 07:31
Hi!

I've got pretty weird problem with evolved's fresnel water shader(terrain+water demo, and other's didn't look too good either)

I got a new comp, these worked fine with my old computer..

Where does these weird "textures" come from ??



hoho, sorry about the big picture

hmmmh.. that didn't compile
Mobiius
Valued Member
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Location: The Cold North
Posted: 26th Feb 2010 08:18
It's an issue with your cameras. Have you tried this nice code I found which simplify's evolveds water shader? I'm using this as the basis for anything I'm doing which will use this shader.

Clicky McClickClick



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Masqutti
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Posted: 26th Feb 2010 08:23
thanks! I'll check that :o

I just wonder why this didn't happen with my older computer :S

I'll check drivers/directX also again if it has anything to do with them..

But if you're sure..

hmmmh.. that didn't compile
Mobiius
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Posted: 26th Feb 2010 08:28
I had this issue once. It was something to do with the order the cameras were created, or which ones I was masking or something. I just know that the source I told you about works 100% on my machine so if it fails on yours, it's a machine related problem.

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Masqutti
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Posted: 26th Feb 2010 08:55
ok thanks

hmmmh.. that didn't compile
kaedroho
18
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 26th Feb 2010 10:05 Edited at: 26th Feb 2010 10:08
You can find some working code for this shader here:
http://forum.thegamecreators.com/?m=forum_view&t=164760&b=1


The cameras must be created in order of 1, 2, 3, 4, etc. This demo creates them like 0, 31 and 32 which breaks DBPro.


It includes source code to do it in Advanced Terrain and BlitzTerrain.

Mobiius
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Posted: 26th Feb 2010 11:56
Quote: "This demo creates them like 0, 31 and 32 which breaks DBPro."

Works fine for me. However I wouldn't mind the shader which creates reflective and refractive Fresnel water, not just reflective water.

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Hawkblood
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Posted: 26th Feb 2010 15:11
I have seen that image before. It is the result when you have a pointer to a video memory section that is old or is being used by another app like windows. I would be willing to bet that if you press and hold [SHIFT] (or [CTRL] whichever one gives you the reflection image), you will see that image. Or the shader can't find the reference pointer for reflection of your water-- this is harder to discover.... At any rate, the image/pointer is not correct. Make sure the reflection image is valid in your program.

The fastest code is the code never written.

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