Blender 2.41 release is soon, with emphasis on GE updates!!!

Hi snailrose,

No problemo, here are the screenies…

NORMAL GE
http://www.candointeractive.com/blender/clownGE.jpg

GE WITH “USE BLENDER MATERIALS”
http://www.candointeractive.com/blender/clownGE_UseBlenderMaterials.jpg

My laptop graphics card ( GeForce 2 GO, Win XP ) doesn’t have any fancy pixel shaders etc.

Hope that helps!
Mal

hi snailrose,

i checked the shader demo with the new erwin’s build it looks fine as in the output image. but if i load old shaderdemo file which you published in your thread it’s still the same black patches.

ok onmore clarification i downloaded the SimpleMaterials2.blend & created a runtime i can see colours only if i use below option

myruntime.exe -g blender_material

is there any way to say blender player to use -g blender_material defaultly?

thks,
casanova

Hey,
Yea thats the TexFace thing, It will need to be looked at in more detail. The only
way to fix it right now is to explicitly set TexFace under the material :frowning:

casanova,
Thats great! It must have been some changes made to the code between my post and Erwin’s, that fixed the culprit.
To switch it on by default would require it to be set in the player’s source.

Thanks,
snailrose

Hello :slight_smile: it is nice to see this threads!

I tested the latest version of GE from this:
http://www.blender.org/forum/viewtopic.php?t=7849

and all test file works fine excpet dinamic lighting
it looks someting like this threads it is( pink and white):

http://www.continuousphysics.com/ftp/pub/test/blender/2.41graphics_features.jpg

it may should looks like this (black and white):

http://www.blender.org/forum/viewtopic.php?t=7849

i use nvidia 6600gt and with GLInfo.blend is all thing is supported: yes
and have a warning: unable to load: libtiff.

An other question:
I see the shader_aramture_demo.blend it looks very nice specular effect.
and it would be good if i can set specular map on it.
It is possible somehow?

Have a nice day!

edem

Hi snailrose,

> Yea thats the TexFace thing, It will need to be looked at in more detail. The only way to fix it right now is to explicitly set TexFace under the material

If there were some way of coding it, so that this was automated ( eg if the face has a texture, but no TexFace is applied, then force TexFace to be on… if people want to not use a texture, they can just remove it from the material ). This would hopefully mean that most, if not all, scenes would work straight away with the new “use blender materials” option, and it could be potentially on by default.

Regards…
Mal

This is simply amazing… :o :o :o

New OS/X and Linux builds…

OK, new 2.41 builds will begin to appear on the offical Blender Testing forum, which is the best place to get them, and report bugs on them.

Blender.org Testing Forum
http://www.blender.org/forum/viewforum.php?f=18

You can ignore Orange builds for now, they won’t have the GE enabled… keep to sticky builds that mention 2.41 in the title.

Here are a few so far…

OS/X
http://www.blender.org/forum/viewtopic.php?t=7858

Linux
http://www.blender.org/forum/viewtopic.php?t=7856

Erwins Windows build from before, for convenience
http://www.blender.org/forum/viewtopic.php?t=7849

Mal

Wow, simply awesome

One question, can you have toon shading, and other textures at the same time?? i can’t seem to make a toon shaded character’s texture mapped face show

It seems to slow down and jump with some of my demos, anyone else ?

By the way, what am I looking for in the splat demo ?

Hey all,

edem:
The dynamic_light.blend has two scenes, one red, and one grey.
For a specular map, you could replace the specular lighting bit in the shader with a map channel.



  float tex_spec = texture2D(a_sampler, coords).r; // red
  pow(max(dot(reflect(v, n), l),0.0),tex_spec);

mal:
The main reason its the way it is right now, is for the option
to have transparent materials with no textures and stuff.
But that should still be possible if the object doesn’t have a tex face…
So i’ll look into that after this release

He-blend:
If you want textures on the Toon shading, you will need to add a sampler to the shader.

example usage for a sampler:


VertexShader = """
varying vec2 tex_coords;

void main(){
	tex_coords = gl_MultiTexCoord0.st;
	gl_Position = ftransform();
}
"""
FragmentShader = """
varying vec2 tex_coords;
unifomr sampler2D texture;

void main(){
	gl_FragColor = texture2D(texture, tex_coords);
}
# ... 
shader.setSampler('texture', 0)
# ... 

add something like that in ToonShader’s, VertexShader and FragmentShader

Al_Capone:
The splat demo demonstrates blending two textures by an alpha channel.
Which could be good for landscapes, like blending grass and dirt together…

Thanks,
snailrose

And about the jumping and slow downs ?

Al_Capone,

try the RC2 build erwin just posted for windows,

http://blender.org/forum/viewtopic.php?t=7869&highlight=

that should fix the jitter problems (jumping and slowdown) ie RollerBall.blend seems to work well now.

LetterRip

The slow downs stoped, but it still jump or jerks.

Hi Snailrose,

dinamic light: yes it wroks thanks :slight_smile:

I tryed implementing the specular code but i havent much succes,
so now i just commented it and put it in .blend file and i dont remove
ohter code.

Diffuse/normal/gloss shader?:

I thinking about that is wolud be good if normalmap is applying together with glossmap or specularmap.
This .blend file containig normalmap and speular map too (and if u renderig in blender u will see the result) but i dont know how should applying it with in a shader.

here is the blend file:

http://users.atw.hu/tartalom/shader_armature_demo_NormalmapGlossmap.blend

and the rendered result in blender:

http://users.atw.hu/tartalom/sebulaRender.jpg

thank u verymuch your help!

Have a nice day! :wink:

edem

i don’t now hoow to thank blender GE upgraders ??
i dream of
1-glow
2-dynamic shadow
3-wire in the games when they are xported (i mean wires for some objects and other not and the ability of on and off like visibilty)
4-show video actuator
5-mouse look actuator with a lot of values to change like speed
6-the health and the happenese for the devlopers of the GE … :wink:

can we code these things now? or is it kinda patchy right now? I will try and learn some shader languange now but dont want to be trying something that does not exsit yet …

The GLSL shaders work now - download a testing build release is this week or early next…

LetterRip