Rainbows
by Tony Richards · in Torque Game Engine Advanced · 08/22/2005 (10:37 am) · 8 replies
Ok, considering I have no idea what I'm doing, I think this is a pretty good step in the right direction... I mean, actually I was impressed that I even got anything to show up on the screen. :P
Here's my first try at a 2.0 shader for rendering a rainbow:

... back to the grinding stone....
Here's my first try at a 2.0 shader for rendering a rainbow:

... back to the grinding stone....
About the author
I am the founder of IndieZen.org, a website dedicated to the Indie 2.0 Revolution where a number of Indie game development studios and individuals collaborate and share a suite of custom built open source game development tools and middleware.
#2
If you don't know what you're doing and you did that then it gives me hope that maybe I'll actually be able to get somethig working :)
08/22/2005 (1:59 pm)
That's pretty cool!If you don't know what you're doing and you did that then it gives me hope that maybe I'll actually be able to get somethig working :)
#3
08/23/2005 (6:30 am)
Awesome! Do you plan to give this out for others to use? Pweez?
#4
08/23/2005 (7:20 am)
Wow.. cool... it would look sweet in the stronghold mission ;)
#5
08/23/2005 (10:03 am)
Uber!... share the love... :)
#6
Good luck!
08/23/2005 (11:04 am)
If you havnt already check out the 'Rainbow Fogbow' sample in the NVIDIA SDK 9.5, if your looking to be uber accurate, then the 'Refractive Dispersion' sample.Good luck!
#7
08/23/2005 (12:08 pm)
Thats pretty cool. Nice work. :)
#8
NVidia has a converter that will convert shaders / fx into something that OpenGL can use, so eventually this will work on OpenGL as well.
Still working on this, though... I tried an approach that isn't going to work, so I'm taking a step back and re-designing a portion of it. I do plan on posting as a resource once it's finished. It will show how to make a fxRenderObject that uses custom FX / shaders. I may wind up changing fxRenderObject a bit so it can be used as a base class.
This isn't going to be done for a few days. I'm always all over the place so I don't get bored... kinda like an ADD programmer, but I'll get back to this soon.
Today I'm modeling. I'm using MakeHuman 2.0 (Winter alpha) to create a base mesh, then optimizing it, skinning, adding skeleton, etc. Blender rocks. I don't have the weights set correctly, so some of the animations don't look right, but I have a walk and run sequence for front, back, left, right, plus a look animation, and got it all in-game. It's about 8k polies, so I had to split it up into several meshes (Blender DTS exporter breaks with meshes larger than 3k-4k vertices) but the animation looks pretty good.
08/23/2005 (12:38 pm)
I'm actually using the Rainbow Fogbow from the NVIDIA SDK's fx... FX Composer is awesome. I'm not using any of NVIDIA's libraries, though. For now I'm cheating a little and not using the GFX libraries (making straight DirectX calls). I'm going to wait until the new SceneGraph and some other stuff in TSE is finished before submitting a resource that modifies those... I'd hate to break something. NVidia has a converter that will convert shaders / fx into something that OpenGL can use, so eventually this will work on OpenGL as well.
Still working on this, though... I tried an approach that isn't going to work, so I'm taking a step back and re-designing a portion of it. I do plan on posting as a resource once it's finished. It will show how to make a fxRenderObject that uses custom FX / shaders. I may wind up changing fxRenderObject a bit so it can be used as a base class.
This isn't going to be done for a few days. I'm always all over the place so I don't get bored... kinda like an ADD programmer, but I'll get back to this soon.
Today I'm modeling. I'm using MakeHuman 2.0 (Winter alpha) to create a base mesh, then optimizing it, skinning, adding skeleton, etc. Blender rocks. I don't have the weights set correctly, so some of the animations don't look right, but I have a walk and run sequence for front, back, left, right, plus a look animation, and got it all in-game. It's about 8k polies, so I had to split it up into several meshes (Blender DTS exporter breaks with meshes larger than 3k-4k vertices) but the animation looks pretty good.
Torque 3D Owner Tony Richards
I got rid of the nasty noise (one of my render to texture images wasn't being used yet and I forgot to initialize it. Now... if only I could get the transform right. It just overlays the screen right now, so the rainbow image stays the same. It's a little washed out because I'm looking right into the corona.
... and off I go again.