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NicoG

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About NicoG

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  1. NicoG

    Programming a "TV"

    How would such a bump map look like? Also, Game Maker can't really utilize bump maps :S.  Is there any other solution, except drawing a picture over the surface and faking it?
  2. Sorry, I hope this is the right forum.    Anyway, I would like to do something that looks like an old CRT-TV.    I already got the scan-line and vignette shader (GLSL), now my problem is that I need to slightly "bend" the surface on the edges to the back to create this illusion of an old CRT-TV surface. I am using Game Maker Studio, so I have only 2D capabilities and limited 3d functionality, like drawing models and manipulating matrices.    Can someone help me to get this started?   edit: A picture of what I mean in a game where I saw it. It is very subtle and I hope you can spot it in the screen well enough.
  3. I am.   I did not study. I had a large interest in cross platform way of doing games and graphics. So I stumbled upon OpenGL. I just started learning it over Nehe. Then with the years, I expanded my knowledge and so on and so forth. Was pretty exciting, but I am nowhere as good as professionals.  I can do quite some stuff with OpenGL though :):
  4. Glaubt nicht was ihr in der deutschen Presse über Dorner lest. Der Mann ist ein Held. Nichts anderes. Er hat korrupte Cops angezeigt und dafür wurde er gefeuert. Er bekämpft Korruption. Nichts anderes. Und selbst wenn er sich ergeben würde, würde er das ganze nicht überleben. Er muss für sein Leben und die Freiheit der Bürger in Kalifornien kämpfen.
  5. Thanks fixed it: dp = pow(abs(dot(wvPosition, wvNormal) + 1.0), rim_power);
  6. This is the error I get from YoYo's Game Maker: ############################################################################################ FATAL ERROR in Vertex Shader compilation ShaderName: sh_rimlighting C:\Users\xxxxx\AppData\Local\Temp\gm_ttt_77174\memory(182,8): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them at gml_Object_obj3DPlanet_Draw_0 (line 27) - shader_set( sh_rimlighting ); ############################################################################################   This is the Vertex Shader I apply: attribute vec3 in_Position; // (x,y,z) attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) attribute vec3 in_Normal; // (x,y,z) varying vec2 v_vTexcoord; varying vec4 v_vColour; varying float dp; uniform float rim_power; //Increase to reduce the effect or decrease to increase the effect void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4( in_Position, 1.0); v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; vec3 wvPosition = normalize((gm_Matrices[MATRIX_WORLD_VIEW] * vec4(in_Position, 1.0)).xyz); vec3 wvNormal = normalize((gm_Matrices[MATRIX_WORLD_VIEW] * vec4(in_Normal, 0.0)).xyz); //float power = 5.0; //Increase to reduce the effect or decrease to increase the effect dp = pow(dot(wvPosition, wvNormal) + 1.0, rim_power); } This is the GML Code I call:   var rim_power = shader_get_uniform( sh_rimlighting, "rim_power" ); d3d_transform_add_rotation_x( 90 ); d3d_transform_add_rotation_y( planet_angle ); d3d_transform_add_scaling( planet_scale, planet_scale, planet_scale ); d3d_transform_add_translation( x, y + offset_y, 0 ); shader_set( sh_rimlighting ); shader_set_uniform_f( rim_power, 5.0 ); d3d_model_draw( modPlanet, 0, 0, 0, background_get_texture(tex_mars) ); shader_reset(); d3d_transform_set_identity(); I do not know where this error is coming from. If I uncomment "float power = 5.0" and use it instead of the uniform rim_power, then it works.  I also get this error when I set rim power to any number that has anything different than .0 as last number. So e.g. 1.0 works, but 2.3 leads to this error.  Any hint or insight is appreciated.
  7. Danke für alle Glückwünsche gestern. :D
  8. gawd, now I go not milk, but texture flickering... sometimes I hate programming...
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