Nuclear information 343 glöps
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- No you can't normalize them before passing them through. You don't just "pass through" stuff to the pixel shader, it gets "interpolated". And when you interpolate between two unit vectors, the result is *not* a unit vector.
The 2D texture contains multiple "step" scanlines, by adjusting the vertical coodinate I can achieve different degrees of quantization, ergo it's much easier to tinker with than a fixed 1D texture with one quantization level. - isokadded on the 2007-05-03 15:39:33
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- Thank you all for your comments.
Navis:
About the loading screen, I totally agree.
About the pixelshow logo, two things.
A) I didn't do it (see previous point about not being an artist), just used the one from the pixelshow web site.
B) I think it's very nice. I would choose different colors definitely but even with those colors I think it looks cool. Minimalism is good too, but it's not the only valid design paradigm by a long shot.
Back to the demo: the ducks are VERY fast, try adding like 100 of them with the not-so-secret -d switch from the command line. you won't notice much slowdown. Of course everything in this invitro (almost) can be done without shaders, but no, the shaders are not affecting the performance. There is some sort of driver bug related with the glitch you mention on some ATI cards that slows everything down. I used an X1900 for ATI debugging and it looks/performs just fine, try updating the drivers.
Finally about the pixel shaders... what the *FUCK* are you talking about?
There are 4 normalizations there, they are all absolutely necessary. The light direction vector (light - pos) *must* be unit length, the normal *must* be renormalized after interpolation, the view vector (-vpos) *must* be unit length, and the half-angle vector *must* be normalized as well. If you run the thing through fixed-function with glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1), and a point light it has to do the exact same operations. Also you *know* that the dot product is raised to the specular exponent that's how the blinn reflectance model works. Are you being provocative just for the hell of it? If so fuck off. - isokadded on the 2007-05-03 01:13:58
- demo Windows Absence by The Lab [web]
- Aasemoon: Actually I'm sorry to let you down, but 95% of the textures where stolen from various sources including but not limited to 3 games (morrowind, serious sam and undying if I remember correctly), 3dsmax standard textures, and I think an envmap I ripped ages ago from hyperventilation/byterapers (you can see that one on the shot above :)
So, no it wasn't intentional (at least I wasn't aware you used that), and probably came from one of the 3 games we ripped. - isokadded on the 2007-05-02 04:28:43
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- sybex: assuming that you mean on MacOSX (cause you can have linux on a mac too, although I wouldn't bet on the availability of linux-ppc gfx drivers) it *should* be able to compile on OSX easily, with few modifications in the makefile. Talk to me through email if you would like to help produce an OSX binary.
- isokadded on the 2007-05-02 02:26:33
- invitation Linux Windows pixelshow 2007 invitro by The Lab [web]
- We have a winner! collect your nut-kick at the pixelshow partyplace, or buy out my mercy with a sixpack of beer :)
The answer is simple: cause it's more fun (and much easier too) to do it that way, and there isn't any reason to avoid using shaders anymore as everyone has a ps2.0 capable gfxcard. And those who don't, aren't really expecting to be able to watch any demos. - isokadded on the 2007-05-02 01:49:51
- invitation Wild ::Video Invitation for Pixelshow 2007:: by Reversed Engineers
- Many people complained (not in here necessarily) about this product's use of a ogg, "a weird codec nobody can watch". I have 3 words for you people: "GET A FUCKING CLUE" ('a' is not really a word).
- isokadded on the 2007-05-01 04:25:19
- demo Windows lost in the underflow (party version) by Radiant
- it was a warm spring evening in Thessaloniki ... blah blah blah... you know the drill, let the porting chain continue. Got Marq's macosx port which was based on my GNU/Linux port, and ported it to something immensely more elite.
Silicon Graphics IRIX port: http://nuclear.demoscene.gr/files/litu-irix.tar.gz
Runs fine on my SGI Octane2 - isokadded on the 2007-04-30 20:11:08
- demo Windows fr-041: debris. by Farbrausch [web]
- absolutely unbelivable ... I'm left with only one option, to exclaim loudly: HUND!
- rulezadded on the 2007-04-09 10:35:04
- demo Windows Retromax by Bronx [web]
- Not bad, not impressed either, but it's great to see more demos for the gp2x, which is a great platform.
Oh and by the way, as a greek scener, on behalf of the greek demoscene I send a big "fuck you" to petty provocative assholes like ilmaque, who think that anyone gives a shit about nationalities in the demoscene. - isokadded on the 2007-03-21 22:06:48
- demo Windows fr-055: 828 by Farbrausch [web]
- P.S. btw I'm *not* "sorry" for not liking this, kiss my ass
- isokadded on the 2007-02-19 11:55:36
account created on the 2001-01-12 05:07:33
