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DarkBASIC Professional Discussion / Vertex shading. Bump mapping and all those other little effects

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Terabyte
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Joined: 28th Dec 2002
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Posted: 29th Sep 2003 00:19
Ive seen loads of screen shots of shaded objects.
Could sombody please show me a before and after of a shaded object i.e. with shading and without.

also if sombody could do the same with some of the other effects it would be greatly apreciated. ive seen loads of screen shots with the final effect and although they look very nice it doesnt really say much because i havnt seen what it looked like without.

Does vertex shading really slow down your graphics card?

Thx

Xanatus
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Posted: 29th Sep 2003 00:32
Locate to \Dark Basic Professional\Help\examples\basic3d and start the basic3d1-example. Then you will se lots of shading and mapping types
Terabyte
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Posted: 29th Sep 2003 00:41
Ok. lets try again

I dont have a decent graphics card so i cant see for myself in real time.

I am asking for sombody to take a screen shot of a vertex shaded object before and after it was shaded so i can see the diference.

If i did have a graphics card capable of doing that i wouldnt be asking for a shot

Ian T
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Posted: 29th Sep 2003 20:19
I would, but I can't recall which of the shaders I have are from DBDN and which came with U5

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Terabyte
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Posted: 4th Oct 2003 19:55
sooo... i think we can safely say that everyone knows about vertex shaders bu nobody has used them in their life?

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Shadow Robert
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Posted: 4th Oct 2003 21:28
or too busy

Neophyte
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Posted: 4th Oct 2003 21:29
@Terabyte

"sooo... i think we can safely say that everyone knows about vertex shaders bu nobody has used them in their life"

I actually have a working one right now that I developed, but I just have to tweak it a little more before I release it.
David T
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Posted: 4th Oct 2003 21:30
go to http://www.davidtattersall.me.uk and go to the DB section.

Middle row of screenshots, for right. Look at the planet compared with the planet in the bottom left screen.

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Terabyte
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Posted: 4th Oct 2003 21:47
hmm
if im looking at the right set... it looks like the middle row far right takes the colors around it... is that what vshading is all about then. It looks v. cool

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David T
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Posted: 5th Oct 2003 20:19
Middle row far right is very shiny, hence the big patches of white (lalmost metallic), the other shot is not shiny as is just coloured plainly.

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Dreamora
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Posted: 6th Oct 2003 08:19
tera vertex shaders work even if you're graphic card is the last crap as long as you have a P3 / P4 or Athlon CPU
las6
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Posted: 6th Oct 2003 11:04
David89, Nice screenies, but couldn't you have gotten the same results just by editing the diffuse power/color in DBpro? At least I got very neat effects using only that. and with low poly counts.

Terabyte
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Posted: 6th Oct 2003 20:09
cool

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Terabyte
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Posted: 6th Oct 2003 20:11
is it real time... as in... can you rotate the earth and the shine will stay in the same place

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David T
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Posted: 6th Oct 2003 20:34
Quote: "David89, Nice screenies, but couldn't you have gotten the same results just by editing the diffuse power/color in DBpro? At least I got very neat effects using only that. and with low poly counts."


Don't know, never tried. It was a cool effect and so I added it

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Neophyte
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Posted: 6th Oct 2003 20:52
@TeraByte

"is it real time... as in... can you rotate the earth and the shine will stay in the same place"

Yes.
David T
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Posted: 6th Oct 2003 21:13
oh sorry forgot that yes

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Terabyte
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Posted: 6th Oct 2003 21:43
...s****

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EddieRay
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Posted: 6th Oct 2003 21:49
@Dreamflower: According to DBPro 5.1b on my GeForce2 Go system, "GET MAXIMUM VERTEX SHADER VERSION" returns 0. If you think vertex shaders should work on a non-DX8 card without hardware shaders, please give us an example to show us how this works.

Desktop: AMD900/256MB/Radeon 8500 64MB/Win98SE/DX9.0b/Catalyst 3.7
Laptop: P3-850/384MB/GeForce2 Go 16MB/WinXP Pro/DX9.0b/Detonator 45.23
Terabyte
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Posted: 7th Oct 2003 00:09
yeah same id like to see that

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Shadow Robert
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Posted: 7th Oct 2003 03:02
Quote: "@Dreamflower: According to DBPro 5.1b on my GeForce2 Go system, "GET MAXIMUM VERTEX SHADER VERSION" returns 0. If you think vertex shaders should work on a non-DX8 card without hardware shaders, please give us an example to show us how this works."

they won't ... DarkBASIC Pro only supports HARDWARE features, which means it doesn't support Software/FixxedFunction.
and under U5.1b you'll require it to be a DirectX9 compliant feature.

Quote: "David89, Nice screenies, but couldn't you have gotten the same results just by editing the diffuse power/color in DBpro? At least I got very neat effects using only that. and with low poly counts."


He could actually decrease the polycount down to only 2, and get a far softer and more detailed effect going at a fraction of the cost.
But how to do that, i'm sure some smartarse will be able to explain.

its all about what your willing to do and how you can think of achieveing it, there will always be ways to cut polygons ... sometimes actually increasing the polycount and lightening the shader load can have just as much impact.

las6
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Posted: 7th Oct 2003 09:41
well, what I meant that you get really nice lighting effects Without using shaders. And they look fine with low poly objects too, so the sphere wouldn't have to be that hi-poly just for the lighting.
And this would work with every card.

I could show you a simple example, but the llrgt is down so...

Shadow Robert
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Posted: 7th Oct 2003 09:47
well the point of what David was after, was he found a Shader effect he liked and used it.

it would be quite easy to create something without shader, but graphically when you lower polygons you can loose alot of detail and as lighting is done per vertex face not per pixel you can't get even close to as nice as what a shader is capable of ackomplishing even with access to the dx render engine.

but as i said, it wasn't about making something awesome ... david simply liked it - and put it in cause it worked.

as for an example... there's a code box below your msgbox for a reason

las6
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Posted: 14th Oct 2003 12:59
here you go:

http://www.dannywartnaby.co.uk/rgt/index.php?board=10;action=display;threadid=407

no shaders. still, the lighting looks great to me.

Shadow Robert
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Posted: 14th Oct 2003 16:31
but how quick is it? you must be using a pixel blending to achieve it (especially if your using only 18polys) which must be quite processor intensive

las6
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Posted: 20th Oct 2003 10:33
Truth is, I'm not using Anything special.
The models just have the "color settings", and I'm just scaling that "effect" in DBpro.
So it's just diffuse, specular and such.
And it seemed to run just as fast with or without it.

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