• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
lucky6969b

Shader question

7 posts in this topic

[code]
////////////////////////////////////////////////////////////////////////////
extern float4x4 FinalTransforms[100];
extern int NumVertInfluences = 2; // <--- Normally set dynamically.
//Vertex Input
struct VS_INPUT_SKIN
{
float4 position : POSITION0;
float3 normal : NORMAL;
float2 tex0 : TEXCOORD0;
float4 weights : BLENDWEIGHT0;
int4 boneIndices : BLENDINDICES0;
};

//Pixel Shader
float4 ps_lighting(VS_OUTPUT IN) : COLOR0
{
//float4 color = tex2D(DiffuseSampler, IN.tex0);
//return color * IN.shade;
return IN.color;
}
VS_OUTPUT vs_Skinning(VS_INPUT_SKIN IN)
{
VS_OUTPUT OUT = (VS_OUTPUT)0;
float4 p = float4(0.0f, 0.0f, 0.0f, 1.0f);
float3 norm = float3(0.0f, 0.0f, 0.0f);
float lastWeight = 0.0f;
int n = NumVertInfluences-1;

IN.normal = normalize(IN.normal);

for(int i = 0; i < n; ++i)
{
lastWeight += IN.weights[i];
p += IN.weights[i] * mul(IN.position, FinalTransforms[IN.boneIndices[i]]);
norm += IN.weights[i] * mul(IN.normal, FinalTransforms[IN.boneIndices[i]]);
}
lastWeight = 1.0f - lastWeight;

p += lastWeight * mul(IN.position, FinalTransforms[IN.boneIndices[n]]);
norm += lastWeight * mul(IN.normal, FinalTransforms[IN.boneIndices[n]]);

p.w = 1.0f;
// matW is the world transform of the "whole" object
// where p is the object transform of the "part" object
float4 posWorld = mul(p, matW);
// matVP is the transform into view-projection space
OUT.position = mul(posWorld, matVP);
OUT.color = vMaterialColor;
OUT.tex0 = IN.tex0;


//Calculate Lighting
norm = normalize(norm);
norm = mul(norm, matW);
OUT.shade = max(dot(norm, normalize(lightPos - posWorld)), 0.2f);

return OUT;
}
technique Skinning
{
pass P0
{
Lighting = false;
AlphaBlendEnable = TRUE;
DestBlend = INVSRCALPHA;
SrcBlend = SRCALPHA;

VertexShader = compile vs_2_0 vs_Skinning();
PixelShader = compile ps_2_0 ps_lighting();
}
}
[/code]

In the above snippet, there is something wrong with rendering. The pixel shader is no doubt and is correct because I could use different vs and rendered correctly. However when it comes to skinning, it has some problems. First, the mesh cannot be scaled down and the vMaterialColor has no effect unlike the other technique that uses the same pixel shader. When I output just the color of the mesh, it should be okay to work without normals and since the lighting is turned off by default. In the C++ program, I can see the correct material values, it is in the "default" pose where i have actually posed and animated the character.

[attachment=10788:character_mesh.png]

what is going on?
Thanks
Jack
0

Share this post


Link to post
Share on other sites
have you tried to use PIX? it could debugg a specific pixel for you and show you your output and from there you could see abit more whats causing the problem.

[code]
for(int i = 0; i < n; ++i)
{
lastWeight += IN.weights[i];
p += IN.weights[i] * mul(IN.position, FinalTransforms[IN.boneIndices[i]]);
norm += IN.weights[i] * mul(IN.normal, FinalTransforms[IN.boneIndices[i]]);
}
lastWeight = 1.0f - lastWeight;

p += lastWeight * mul(IN.position, FinalTransforms[IN.boneIndices[n]]);
norm += lastWeight * mul(IN.normal, FinalTransforms[IN.boneIndices[n]]);
[/code]

what im not sure of here is why you after you have calulcated your local net transform, are again adding this
[code]
p += lastWeight * mul(IN.position, FinalTransforms[IN.boneIndices[n]]);
[/code]

it´s like, adding bone 0 twice so you get extra much skinning from this joint. Edited by Tordin
0

Share this post


Link to post
Share on other sites
that hardens the problem some...

But why are you adding the first bone to the netpos after you have calculated the weighted netpos??
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0