Cube Map demo

> The refraction one didn’t though.

I checked into this a bit further - the Intel GLSL driver doesn’t support the pow function.

> The refraction one didn’t though.

I just checked into this a bit further - Intel GLSL doesn’t support the pow function.

are you planning to make more user friendly all this features? cause some blender users find not very straight forward to use this effects without entering in python/scripting, would be nice as activate one of the filter by logical bricks.

awesome! :smiley:
great work

Using a pre made script is easy. You just link it and type the name in the script brick. Its writing the script you should worry about. Don’t be afraid to use some of the many great sample scripts available on the forum!

Can you get the cloaked effect?
(like in several games such as halo…)
It looks similar to this:
http://tbn1.google.com/images?q=tbn:c7eVVEgiLyaA5M:http://img514.imageshack.us/img514/1913/28kl1.jpg

More CubeMap awesomness.


http://www.savefile.com/files/2080801

Thanks, ill try to find a way to fix this.

Runs perfectly on Ati9600xt. Ubuntu and XP. Man, you are good!

awesome! well done

Beautiful… and slightly eerie. Kind of like “meeting of the alien suzanne heads to decide the fate of Earth.” Even refraction appears to work on my ATI card (HD4850 / R700) with Kubuntu Jaunty AMD64 and 4 gig ram. I’m impressed!

Fantastic martinsh, you are my idol man :smiley:
I can not wait to see what you will create with going forward! :yes:

this has to use glsl?

Truly amazing. :slight_smile:

I’m getting 60fps when looking at the suzannes against the sky, but when the water is in view I get a large framerate drop.

When the water is fully filling the view with or without suzannes in the frame I’m getting about 30fps.

GeForce Go 7600 GPU, 1.66GHz Intel Core2 Centrino Duo CPU, 2Gb RAM, Vista 32 bit

Edit:

[ignore]
Interesting… I get a similar appearance in the game with “Blender multitexture materials” menu option, but a better framefrate. The previously mentioned 30 fps for the water goes up to about 40 fps.
[/ignore]

Oops… not true. I didn’t move the camera to get a decent view of loads of water using “Blender multitexture materials”. Looks just the same but performance is identical.

I’m assuming that you need a GPU that is GLSL compatible to use the shader script though.

Sweet, everyone seems to work except the black one.

The last two examples didn’t work on my ati card with mac drivers. The water didn’t even show up in the last one you posted. Still great work though.

Thank You!
I really love your works, especially your line art :slight_smile:

Thank you :slight_smile:

Like Sim88, the first one from the right is black.


---- Fragment Shader Error ----
Fragment shader was successfully compiled to run on hardware.
WARNING : 0:6: implicit cast from int to float
WARNING : 0:25: implicit cast from int to float
WARNING : 0:26: implicit cast from int to float
---- GLSL Program ----
Fragment shader(s) linked, vertex shader(s) linked.
WARNING : 0:6: implicit cast from int to float
WARNING : 0:25: implicit cast from int to float
WARNING : 0:26: implicit cast from int to float
WARNING: built-in varying gl_TexCoord [1] has mismatched access semantics between the vertex and fragment shader
WARNING: built-in varying gl_TexCoord [1] has mismatched access semantics between the vertex and fragment shader

WinXp - Ati x800Gto updated drivers.

Except that, it looks very nice.

Why isn’t ATI cards working right? I thought OpenGL was a language that worked the same on all cards supporting it.

ATI have bad support for GLSL. They are currently working to get up to date but since the majority of games are directx it’s not priority

Would that mean that the blender devs (or twilight 22) can’t improve it?

http://blenderartists.org/forum/showthread.php?t=153723
might help