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Thread: Dynamic 2D Shadows

  1. #11
    Thats the definition of awesome!
    From brazil (:

    Pascal pownz!

  2. #12
    Very Awsome!

    This may works with Direct3D and older video cards also? What is the requeriment?

  3. #13
    Quote Originally Posted by wagenheimer
    This may works with Direct3D and older video cards also? What is the requeriment?
    For now there is only OpenGL render, but when I will get more free time, I will start work on Direct3D version But I don't know how it would work on old Intel's(or very low-end videocards), because every light source need it own render target, and this is little bit heavy.

    Update: using internal ZenGL convertation from OpenGL to Direct3D(but it still little bit buggy with depth buffer...) I had have got only ~83 fps on Intel 965 Express in demo01(with 5 light sources), so I think this is definitely not for old Intel i865 and so on, where heavy fillrate will show slideshow
    Last edited by Andru; 17-02-2011 at 12:54 PM.

  4. #14
    Great update!
    The scrolling screen and chipmunk physics code will come handy to me from those demos
    With Intel GMA HD
    GL_RENDERER: Mesa DRI Intel(R) Ironlake Mobile GEM 20100330 DEVELOPMENT x86/MMX/SSE2
    GL_VERSION: 2.1 Mesa 7.9-devel
    on Ubuntu 10.10 I get from 40 on a first demos and 60 on two last ones.

  5. #15
    Quote Originally Posted by gintasdx
    With Intel GMA HD
    Wow, it works on Linux! But under Windows with Intel 965 Express I have no luck to work it with FBO render targets(only black screen)... seems something wrong with this technique in Intel OpenGL drivers under Windows(remembering the first version of LightEngine 2D, I found ridiculous bug with enabling/disabling GL_DEPTH_TEST).
    Last edited by Andru; 17-02-2011 at 08:12 PM.

  6. #16
    In svn version of ZenGL I have improved zgl_direct3d_all.pas and now these shadows works correctly through Direct3D9 render So, in near future I will try to make LightEngine 2D with Direct3D9 rendering, which will work with ZenGL.dll, i.e. not only statically.

  7. #17
    Very nice! For me the difference between soft and hard shadows was a mere 7 FPS. On demo 3, objects near the top seem to go invisible. Seems like it may be a result of you destroying physics objects but not shadows.

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