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LumiéreDuSoleil

Member Since 08 Jan 2009
Offline Last Active Jan 11 2012 11:28 PM

Posts I've Made

In Topic: Shader Extension 1.4

30 December 2010 - 02:55 AM

@LSnK: makes sense.

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Multi-textured procedural spaceship damage.

Posted Image

In Topic: Shader Extension 1.4

26 December 2010 - 04:57 PM

A little bit of Blinn-Phong magic with a jpeg-y normal map. Needs PS.2/3 to make a real lighting engine though ... can has PS.3?

Posted Image

/*
c0  ambient color
c1  light color
c2  light vector
c3  halfway vector
*/

lightDiffuse = d3d_ps_create
("
    ps.1.4
    texld r0,     t0
    dp3   r0.rgb, r0_bx2,c2
    mul   r0.rgb, r0,c1
    add   r0.rgb, r0,c0
");

lightSpec = d3d_ps_create
("
    ps.1.4
    texld r0,     t0
    
    dp3   r0,     r0_bx2,c3
    mul   r0,     r0,r0
    mul   r0,     r0,r0
    mul   r0,     r0,r0
    mul   r0,     r0,c1
");

Now, about textures ... when I try to use a surface as t1, it only picks up the 0,0 pixel. Is that an effect of "Because of how GM works you'll only be using t0", an inability to use surfaces as textures, or a correctable bug?

At any rate, awesome work.

In Topic: Intuitionism

24 May 2010 - 12:23 AM

Numbers can represent physical objects and vice versa. I don't know why you feel you have to be so critisizing of a basic idea that kids are taught in kindergarten. And isn't 1/2 the square root of an object? Think about it, you make it a square, divide it into four seperate objects, and then take two, which is the square root of four.

I take your apple, divide it into nine pieces, and take six; leaving the square root of 1 apple = 1/3 of an apple. Who knew?

In Topic: Anti-aliasing

13 May 2010 - 02:08 AM

Funny you should mention that, brod. I just tried to use the .gex in a new project, and both models and primes refuse to draw, although everything else works as stated and there are no errors thrown. The funny thing is, if I drop the actual GML file into the game I'm working on instead of the extension, everything works fine and models are drawn correctly. I've tried pinning it down, but I think this might be a problem with GM and not my scripts, which is frustrating indeed.

Has anyone else encountered something similar to this in their own projects? Is it a subtlety I've overlooked?

For the sake of the argument, have you installed GM8-lite yet, brod?

In Topic: Glorious: A Requiem For Our Sanity

22 April 2010 - 03:45 AM

Is it being worked on? Yes, it is . . . I'm redoing it from scratch, and this time I have an actual vision for what it's going to be - starting with, "completely different". But I'm moving right now, and the semester is wrapping up, so it may be a while before the new alpha is out.