Search Result

  • Shader Toolkit Effects not Working properly in 5.0RC2

    Hi all,Been struggling the last days with getting the Shader Toolkit Effects like warp1,ripple1, etc... to work on 5.0RC2 with no success.As a base start, i am using a nice test .ved by user 'unreal', see relevant post. The ved is NOT working in 5.0RC2 even when i replace the shader toolkit with latest version 0.95.See attached the updated ved with the 0.95 shader toolkit version, feel free to test it; if you manage to get it working on 5.0RC2 will buy u some beers :PNeed your assistance to figure this out, thanks!

    by dionous, 8 years ago

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    dionous 8 years ago
  • RE: Shader toolkit on Android

    @TinTincould you post some example ved?   Example is same shader toolkit .   Also replace new version :   http://www.visionaire-studio.com/luadocs/downloads/shadertoolkit10.lua

    by TinTin, 8 years ago

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    TinTin 8 years ago
  • RE: Shader toolkit on Android

    Your ripple3 is working on your desktop?Just checked with latest 5.0RC2 and Shader Toolkit 0.95 and i also get a black screen on my win10 pc. Which versions are u using?

    by dionous, 8 years ago

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    dionous 8 years ago
  • Shader toolkit on Android

    HiI set ripple3 shader toolkit to one object in my game and I have black screen on Android . Also if you run Shader toolkit example on Android result is same balck screen.Where is my wrong ? Or maybe doesn't support on mobile ports ?

    by TinTin, 8 years ago

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    TinTin 8 years ago
  • RE: [SOLVED] shaderUniform to load Textures

    The prefix _t_ is only to tell system that this is supposed to be a texture, do not put the _t_ prefix in the shader.

    by SimonS, 8 years ago

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    SimonS 8 years ago
  • RE: [SOLVED] shaderUniform to load Textures

    Please, can I get an Answer? I know that I could possibly generate the Stars in the Shader itself, but that would be so much more inefficient and performance-heavy than just using a Texture. And I know I could use a second, separate Object for the Stars behind my Cloud-&-Sun-Object, but managing a Multitude of Objects and making sure all their Shaders interact with one another synchronously can become quite a Hassle if it has to be done for all Scenes with a visible Sky.

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • [SOLVED] shaderUniform to load Textures

    I am trying to load a Texture into a Shader via ShaderUniform, as shown in the API: graphics.shaderUniform("_t_texture", "vispath:data.png")  So, I have added uniform sampler2D _t_Sterne to the Fragment Shader and the Vertex Shader (I suppose both need it), further down in the Fragment Shader I call the Texture via vec4 Sterne = texture2D(_t_Sterne, fract(uvVarying.xy)), then adding it to the Result. In the Script executing the Shader I have written the Following: local eff = shaderCompile(Shaders["Wolkenshader02"].Compiled) Objects[obj].ShaderSet = eff graphics.shaderUniform(eff, "_t_Sterne", "vispath:graphics/bg/sterne_generell01b.png") I am sure the Path is correct, and I suppose that the Way I have written the shaderUniform (prefixing the Name with "_t_") might be correct, but I am not entirely sure. I have also tried around with Variations of the Code, in the Script and in the Shader, but it doesn't work. Additionally, I actually had my Shader set up in the Form that is using the Shader-Toolkit, in Order to use the automatically updating bind()-Function, and I would prefer to let it stay that Way, but it looks like the bind()-Function won't accept such Texture-Input. My Script thusly looks like this:local obj = "QuistaClouds" local eff = "Wolkenshader02" shaderRemoveEffect(eff) bind(eff, "time", field("getTime()*0.001")) bind(eff, "SunX", field("0.115")) bind(eff, "daytime", field("Values.Daytime.Int * 0.0125")) bind(eff, "daytimeFine", field("Values.DaytimeFine.Int * 0.00001")) shader_effects[eff] = { shader = Shaders[eff].Compiled } shaderAddEffect(eff) shaderRemoveEffect(eff) Objects[obj].ShaderSet = shader_effects[eff].num.num So, how do I use ShaderUniform (or possibly even bind()) to input a Texture? What is it that doesn't work about the Method I have tried?

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • Save shader toolkit changes

    How is it possible after using the shader toolkit to save it's changes? I want an options menu where the player can change the game brightness, contrast. No problem with applying the desired effects, but I am having troubles with wiritng that to the .ini file. If I close and open the game again, the changes disappear.I am already using AFRLme's awesome Read/Write Config.ini script :D, and able to change volume, screen size etc. and save them to the .ini file. No idea however how to do this one.I pasted the main script of the shader toolkit to the script editor, also set as "definiton script". (Already check the resources linked in many different topics with similar questions, but I cannot find this exact answer.)Can anyone help me out? :(

    by blaise, 8 years ago

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    blaise 8 years ago
  • [SOLVED] Digit String-Manipulation, and a strange Shader-Glitch

    Yesterday or so I have created a little System for my Game which generates Rooms for a Labyrinth or Maze according to a Code that is read when going through an Exit. While the Basics work, I also would like to refine it with two Features...1) ... for which I should get String of that "CaveCode"-Code turned into a Number, meaning to extract only the Numbers and ditch the Letters and an Underscore. I am not very familiar with String-Manipulation, be it in Lua or anywhere else (just not used to using it), so after some little Research I thought the following Line with a "%d+" supposedly finding all the Digits should work, but it doesn't and I don't know what I am doing wrong -- so, I'd be thankful to get some Help on this.Values.CaveCode.Int = tonumber(string.find("02a_00a04a03a01b","%d+"))Another Thing I noticed was what looks like a Glitch, but I am not sure about it. One of the Refinements I mentioned is that I want the Graphics for the Maze to be distorted depending on a Seed that shall not be random but belong to each Room's different Perspectives (so I should just extract the Digits from the CaveCode).2) The Problem is that when I apply a Shader to a Scene-Object, its UV will -- even if the original Graphic was filling the entire Screen -- be cut down to the Measures of actual Content abve zero Alpha. I am sure that is a good Feature for getting rid of unneeded Bytes and Megabytes being shoved into the Cache, but this is one of the Scenarios where it can be a slight Hindrance to my artistic Vision: When I use a Distortion-Shader on an Object, the Parts that should be followed by some empty Space with 0 Alpha, the UV Border is instead right where the Wall-Graphic ends, and thusly the Distortion is restricted to that Area and cannot go beyond, meaning that one Side of the Wall remains straight and undistorted, while the Rest is distorted.So I considered to just add some unnoticable Pixels with an Alpha-Value of maybe 2 or 3% in the opposite Corners of my Maze-Graphics, which automatically makes the Shader equally stretch across the whole Screen for each of the Graphics (because they all fill that exact Space). That Technique works for basically all Elements except the left Wall- and Exit-Graphics, which suddenly seem to have an Area which is not affected by the Shader (which becomes obvious because the Shader also colors the Graphics (because the Cave-Walls shall subtly change Color as you progress through the Maze), but not in this Area. It seems to be that Area which, at the Top and the Bottom, touches the UV-Border with Alpha above zero.This might not necessarily be as big a Problem once I replace my provisoric Placeholder-Graphics of just gray and white Cube-Walls with more organic and concavely shaped Cave-Walls, as their Shape would allow for the Shader to work even if the UV does not fill the entire Screen (which I guess sounds nonsensical, but it makes Sense), BUT then I would still have the Problem of the Shader's Distortion being scaled differently on different Elements, although I want the Distortion to be distributed evenly across the whole Screen.I suppose the more elegant Way to solve that Problem then would be to make it so the Shader's UV does not use the UV of the Object it is applied to, but that of the Screen, as if it was a Screen-Shader. But I haven't yet wrapped my Head around how to do that, even though I tried to look it up.So, either I have to make the Graphics all forced to be fullscreen and then get rid of that white Area, or otherwise learn how to use the Screen-UV for Effects to be applied to an Object. Any Ideas?

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago
  • RE: Visionaire 5 ist unscharf und choppy?

    Vorweg: Ja, es sind Bitmap-Fonts, aber in Visionaire 4.2 weisen sie niemals solche Artefakte auf, der Fehler liegt also nicht per se bei ihrer Bitmap-Natur, sondern, wie Visionaire 5 sie anders handhabt als Visionaire 4 (anmaßend mutmaßende Erklärung folgt weiter unten). Gezoomt wird in meinem Spiel prinzipiell nicht, will ja nichts unscharf machen. ;) Ich habe nur die Projekt-Auflösung auf 1280*720 gestellt, bei Szenen mit 1920*1080 Größe, aber 1280*720 entspricht der Auflösung meines Player-Fensters.  Nein, ich habe noch zweimal nachgeprüft und komme zu folgenden Ergebnissen: * 5.0.2 MIT Smooth Scrolling: Unschärfe und Font-Artefakte treten a'm Wahrscheinlichsten auf, aber nicht immer. * 5.0.2 OHNE Smooth Scrolling: Beide treten auf, aber vielleicht ein kleines Bisschen weniger stark und weniger oft, vielleicht. * 4.2 mit ALTEM Scrolling: Keine Probleme, alles bleibt gestochen scharf. Es gibt auch keinerlei Zooms, keine neuen Shader-Effekte (in dem gezeigten Screenshot ist nicht einmal der Tag-Nacht-Wechsel aktiviert), und auch keine Unterschiede in der Auflösung, das war zwischen diesen Versuchen alles stets konstant.Aber ich habe das Problem, so bin ich mir bei genauer Betrachtung ziemlich sicher, erkannt: Das alte Scrolling war Pixel-für-Pixel, quasi "integer", wohingegen das neue Scrolling "floating" ist und Zwischenschritte zwischen den Pixeln hat.Das hat zu'r Folge, dass Grafiken, während sie bei'm Scrollen durch das Bild wandern, "unscharf wabern", weil ihre Pixel flüssig durch das Antialiasing hindurch wandern, und die Schärfe dabei immer wieder ab- und zunimmt. Das gilt auch für das normale neue Scrolling, wird aber bei'm Smooth Scrolling evtl noch verstärkt, gerade weil noch feinere Zwischenschritte erlaubt werden. Ich kann verstehen, dass Floating Point Scrolling auf dem Papier besser klingt als Integer, aber wenn dadurch das Bild unscharf wird und solche Artefakte auftreten, dann ist Integer doch vorzuziehen. Für mich persönlich ist das alles zwar kein großes Prblem, weil ich Scrolling generell verabscheue und in diesem meinem Spiel abseits dieses testzwecklichen Versuchs dezidiert nicht benutze (womit ich dann diese Fehler nicht haben werde, hoffe ich), aber es ist doch unpraktisch für all die vielen Nutzer, die Scrolling ganz toll finden und Gebrauch davon machen. (Was ich bei einem anderen Projekt vielleicht auch täte.) Vielleicht wäre es schön, ein Setting dafür zu haben, ob Scrolling "integer" oder "floating" sein soll? Ich bin mir sicher, das Smooth Scrolling würde auch mit Integer-Scrolling noch ganz gut aussehen.

    by caligarimarte, 8 years ago

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    caligarimarte 8 years ago