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Backgrounds; Spheres and cubes
Topic Started: Dec 6 2007, 02:24 AM (162 Views)
skarik
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Quote:
 
Dr. Best
Dec 1 2007, 06:49 PM
skarik
Dec 2 2007, 01:43 AM
Quote:
 
You should consider setting up a white background before calling RenderToTexture(...) for camera_depth.

I don't know how, because LoadBackground() eats up memory if called every step without ReleaseBackground(). Also, it makes it extremely laggy. And I really don't want to do the billboard approach again. (That was crazy).

Remember, Ultimate 3D never loads the same thing twice ;) . Calling UnloadBackground() will do nothing other than disabling the sky sphere and enabling the solid color. As you call LoadBackground(...) after that it will find the background texture in the texture container of Ultimate 3D and will take it from there instead of actually reloading it. I don't think doing this will lead to any noticeable slowdown (should be somewhere around 0.01 milliseconds per frame :D ).

Doesn't work. It makes it extremely laggy. In fact, I get a frame speed of about 2.


That's something I'd like to know how it works.
Blog|EHS
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Dr. Best
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MysteriXYZ came up with a similar problem in a PM yesterday. I will check this very soon.
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skarik
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All right. Please come with a solution soon! :P


Anyways, while I'm here, I have a 128,128,128 texture, but when I apply it via shader, it jumps a little above 128,128,128. A bit weird, but I have no idea what could cause it.
This is ma shader:
Code:
 
vs.1.1

//Yeah, that one function everybody still on GmD3d is scrambling for
m4x4 oPos, v0, c0

//We know
mov oD0, c4

//And we mov it into our tex coord
mov oT0, v7

As you can see, it's not very easy to screw this one up. There's no pixel shader, so that may be it, but I doubt anything in the default pixel thingy can change the texture color, right?


(Funny how the earliest I can respond is 12 hours later, huh? Then again, it's a 12 hour time zone difference.)

Edit:

It seems to be my fog. Meh. I though the fog was vertex based? Meh.

Edit:

Sorry about the mehs. It's a habit from a friend.

Edit:

It seems that the fog is applied no matter what! This is very strange, yet useful in some cases. I'm going to have to do this the old fashioned way. (Now to change fog!)
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Dr. Best
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If supported by the hardware Ultimate 3D uses per-pixel fog, which works independent from the vertex shader and leads to significantly better results than vertex fog. Ultimate 3D 2.1 will have some neat new features for drawing objects into the background (not having fog applied to them).
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