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Author Topic: TerrainShaderEd v0.5 - Slope based texturing, Roads, FogHeight  (Read 26050 times)

« Reply #30 on: March 02, 2010, 02:46:56 AM »
Cheers shadmar.

So I get the following results:

quality 1: 45fps
quality 2: 30fps
quality 3: 25 fps

mipmap LOD makes no difference at all. I guess I'm just gonna have to accept that it's not a viable method. I'm still confused at to how it's so heavy on resources? If I stick a single 2048x2048 texture on the same terrain, it runs at 60fps.
« Reply #31 on: March 02, 2010, 02:54:13 AM »
I guess the shader does use resources for texture blending etc.. not sure how I could do this more efficient since I don't even know which HLSL functions are expensive to the GPU, I haven't found any good refrences either.

Any tip on this would be great tho :)

Everything runs on 60 fps on my end except setting 3 which is on 50-55 at 1449x900 on my Geforce 8600M GT 256mb (laptop)
« Reply #32 on: March 02, 2010, 03:05:27 AM »
Hmmm well I've got a 8400M 256mb on my laptop. surely they can't be that different?
As I said before, I'm on 2.1GHz Core2Duo and 3GB RAM. It doesn't really seem like it should be lagging....
« Reply #33 on: March 02, 2010, 06:03:09 AM »
@Fernando :
I found a little bug too, adding multiple shaders in same script that declares float variables with same name as global float variables used in the regular script does not work unless you declare the script variables after all shaders.. really wierd. You can test by using this plugin and move global declarations to the top.

You are right, there is something wrong. I will see if it can be fixed before the March 2010 update is out. Thanx shadmar!
« Reply #34 on: March 17, 2010, 04:29:03 PM »
Whenever I open the plugin or try to merge in order to use the script (for applying the shading) it appears to be empty... ?
I'm using 3DRad version 6.41 and have come across this same issue with other plugins.
« Last Edit: March 17, 2010, 05:42:08 PM by Oblivionburn »
« Reply #35 on: March 17, 2010, 04:31:14 PM »
Could you maybe post the script in text form? Then I could just copy and paste from here...
« Reply #36 on: March 18, 2010, 06:07:24 AM »
Yes I can do this when I get home from work.
« Reply #37 on: March 18, 2010, 10:16:10 AM »
Posted the v6.41 saved plugin in the first post.
It should be fully usable with 3dRad v6.41

« Reply #38 on: March 18, 2010, 09:34:43 PM »
Thanks, works great now  ;D Awesome work.
« Reply #39 on: March 24, 2010, 02:14:59 AM »
I don't know if this is normal or not, but in all maps i try to load, they never get textures, all look like this:


what am i doing wrong? this happens with 3drad default maps too  ???

pd:Sorry for my bad english, I'm spanish.
« Reply #40 on: March 24, 2010, 06:36:17 AM »
did you load the textures after you loaded the mesh?
« Reply #41 on: March 24, 2010, 06:53:22 AM »
That is wierd, default textures should load on startup, what are you gfx card specs (vram) and does it support SM2.0 ? (shadermodel)
« Reply #42 on: March 24, 2010, 06:58:58 AM »
I have a ATI x800 with 256MB vram, and support shader 2.0, i know its a little bit old, but it should work, the textures loads on 3drad, but not in terrainshader :S
« Last Edit: March 24, 2010, 07:18:46 AM by sorata »
« Reply #43 on: April 10, 2010, 12:39:52 AM »
Ok this is weird. You recall I was having problems with lagging from using your terrain shader Shadmar....

Well after giving up and accepting that I just couldn't use it, I reopened the project today and the very same demo that was running at a maximum of 45fps is now running at 60fps incredibly smoothly.
The only thing that's changed is the version of 3drad, no driver updates or anything.

Since it looks like I'll now be using it, I have a further question: Are there any further alterations that can be made to the sciprt to make it even more efficient so it will be suitable for lower spec systems?
For example, I'm only using 3 textures on my terrain. Would removing the 4th from the script save on resources?
« Reply #44 on: April 10, 2010, 05:10:34 AM »
Cool :)

I haven't digged anymore into it, but I recon fewer texture fetches (tex2d) should improve framerates, so skipping a texture should in theory produce better framerates.

Perhaps the skinmesh rendering improvments that came in 6.45 had an effect overall ?
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