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DarkBASIC Professional Discussion / Camera object problem in Evolved HDR

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Hell_666
17
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Joined: 11th Jul 2009
Location: France
Posted: 1st Nov 2010 19:15
Hi, I use the Evolved's HDR code in my project but I have strange problem (I search for a long time but I've found nothing yet).

So, the Evolved's code work, no problems, but when I use it in my project (a mod for fps creator x9, but I think it change nothing), I have a problem with the camera object (the object that render finally effect at camera). I see it only when I move quickly my mouse (so the camera angle y()), and I just see a port of it on the screen borders.

Can you help me please ?


This a screen of the problem :




This is the HDR update in my project :



Eternal suffering ...

I'm french
baxslash
Valued Member
Bronze Codemaster
19
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Joined: 26th Dec 2006
Location: Duffield
Posted: 1st Nov 2010 21:06
When I used this shader I cheated a little to make sure it was always in the right place. Use a sprite made from the image, size it to the size of the screen, paste it to the screen each loop and use "set sprite alpha" to make it transparent.

Hell_666
17
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Joined: 11th Jul 2009
Location: France
Posted: 1st Nov 2010 21:09
I thought at this, but why use a box and not sprites ? I'll try. Thanks.

PS: I believe the problem is a question of distance between camera and object.

Eternal suffering ...

I'm french
baxslash
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19
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Joined: 26th Dec 2006
Location: Duffield
Posted: 1st Nov 2010 21:12
Looks more like the camera angle is wrong to me but it's hard to say without seeing all the code

Hell_666
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Joined: 11th Jul 2009
Location: France
Posted: 1st Nov 2010 21:38
I've place all the code at the same place :



Eternal suffering ...

I'm french
Mage
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Joined: 3rd Feb 2007
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Posted: 2nd Nov 2010 23:56
HUGE PROBLEM WITH EVOLVED'S HDR....AND HIS WATER ETC.

Normally in DBPro you simply draw the screen with a single camera. When you use Evolved's (or anyone elses) shaders you use additional cameras. In this case the glow is added overlapping the screen taken from some of those additional cameras.

SET CAMERA ASPECT

This must be the same for both cameras or stuff will look out of place. The angles or positions or glow will look wrong and you will pull your hair out double checking everything.

A wide screen monitor needs wide screen cameras.
From the looks of things this probably isn't your 'BIG' problem but you'll likely fix your problem only to find this one.

Your Current Problem:
I borrowed these functions from one of the many HDR demos, and made a few changes. Use these to manage your Camera Plane Object.


Hell_666
17
Years of Service
User Offline
Joined: 11th Jul 2009
Location: France
Posted: 3rd Nov 2010 00:10 Edited at: 3rd Nov 2010 18:13
The camera aspect are the same (aspect by default, 75.0).

For the functions: the problem isn't the code, I've tested it in an other project, it works, but when I try it in the FPSC source code, the render object is not displayed correctly

Eternal suffering ...

I'm french

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