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DarkBASIC Professional Discussion / About Dark Shader

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DB_Newbie
16
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Joined: 4th Aug 2009
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Posted: 24th Jun 2010 15:22
Hi all,

I just got Dark Shader and sort of need help with understanding it. There isn't a sub-forum that I saw for this so can I post in here?

I've been tinkering around with it and reading the help files (understood some of it), but still have a few questions.
ShaunRW
DBPro Developer
18
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Joined: 7th Jan 2008
Location: Brisbane, Australia
Posted: 24th Jun 2010 15:39
Quote: "There isn't a sub-forum that I saw for this so can I post in here?"

Probably.

Quote: "I've been tinkering around with it and reading the help files (understood some of it), but still have a few questions."

Well what are these questions?

Ron Erickson
Moderator
23
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Joined: 6th Dec 2002
Location: Pittsburgh, PA, USA
Posted: 24th Jun 2010 16:22
This is a valid place to ask questions about Dark Shader, so go ahead and ask


a.k.a WOLF!
DB_Newbie
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Posted: 24th Jun 2010 17:26
Kewl thanks.

1) For the shaders, I was looking through the tabs "Shaders" and "Fullscreen Shaders" and was wondering if there is one that can create shadows of an objects. I'm making a game set in the night time and want objects to make shadows when light hits them. Is it in the package?

I've looked at the shaders in both tabs and played with some but can't seem to find the one I want. I'm just wondering if a pre-made shader exists or if it's something that requires tinkering with one that came with DarkShader.

I currently have a shadow map working thanks to EVOLVED and a couple of people in this forum, but just wondering if DarkShader has one so I can compare.

2) What is the difference between the tabs "Shaders" and "Fullscreen Shaders"? I was reading the help files and my conclusion is that Shaders are shaders applied to individual objects whereas Fullscreen Shaders are shaders that is applied to the entire scene that is currently visible (i.e. within the camera's view)

3) How do you exactly implement a chosen shader from Dark Shader to my project in DBPro? In the help files, it says that I export the desired shader and use "load effect "shader.dbo", 1) to use it.

I mean, is Dark Shader simply a clothing store where you pick out clothes and then buy it, go home and "apply" it to your body?

So if I have chosen a Shader from the tab Shader, I export that out, load it in DBPro and just apply the effect to an object?

That's it my questions. I'm still tinkering with it though it's lagging at times, which I think is just my laptop.

Thanks.
The Slayer
Forum Vice President
16
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Joined: 9th Nov 2009
Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 26th Jun 2010 15:23
Quote: "1) For the shaders, I was looking through the tabs "Shaders" and "Fullscreen Shaders" and was wondering if there is one that can create shadows of an objects. I'm making a game set in the night time and want objects to make shadows when light hits them. Is it in the package?"

No, I don't think there is. The shadowmapping shader by EVOLVED would be your best choice.

Quote: "2) What is the difference between the tabs "Shaders" and "Fullscreen Shaders"? I was reading the help files and my conclusion is that Shaders are shaders applied to individual objects whereas Fullscreen Shaders are shaders that is applied to the entire scene that is currently visible (i.e. within the camera's view)"

Yep, that's correct.

Quote: "So if I have chosen a Shader from the tab Shader, I export that out, load it in DBPro and just apply the effect to an object?"

Hum, that depends on the shader that you're using. Some shaders require more commands to make them work.

Dark Shader allows you to make the code for you, but sometimes you still have to adjust the code a bit, though.

Hope this helped?

Cheers

Slayer rules!!! Yeaaah, man!
DB_Newbie
16
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Joined: 4th Aug 2009
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Posted: 27th Jun 2010 07:52
Hey The Slayer ^^

Thanks for the replies. For the shadows, guess I'll stick with EVOLVED's shaders for now then.

For implementing the shaders from Dark SHADER to my game, is it a simple process? I thought it was just a matter of LOAD EFFECT and then applying it. I'll probably read the help files more and search around for it.
The Slayer
Forum Vice President
16
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Joined: 9th Nov 2009
Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 27th Jun 2010 15:26
Quote: "Thanks for the replies."

No worries.

Quote: "For implementing the shaders from Dark SHADER to my game, is it a simple process? I thought it was just a matter of LOAD EFFECT and then applying it."

Object shaders are fairly easy to implement. Fullscreen shaders require more work.

DarkShader allows you to export the code too. Here are two examples I just made. These codes were generated by DarkShader. The first example (dstest) is a detailmapping shader applied to a model, which is rather simple.
The second example (dstest2) is a bumpbonemapping shader applied to a model and a fullscreen ColorHighLight shader.
I had to change the code a bit, though. The lines in UPPER-CASE were added or changed by me, so you can delete most of them.

Cheers

Slayer rules!!! Yeaaah, man!
DB_Newbie
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Joined: 4th Aug 2009
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Posted: 1st Jul 2010 13:01
Hmm... the first example was easy to understand.

The second a bit difficult due to the use of vectors (still not 100% good at it).

But I can still sort of understand the code. I guess the only way to understand is to test it out myself.

But thanks for these examples, they helped me understand more on how to implement DarkShader ^^

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