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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Sun Feb 21, 2010 7:40 pm Post subject: |

neither it uses glslang or opengl's variant of directx hardware shaders. darkplaces supports external scripts for making cool effects

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Sun Feb 21, 2010 9:55 pm Post subject: |

reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders. darkplaces supports external scripts for making cool effects

I'm going to go with C, based on the Wikipedia page.
_________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Mon Feb 22, 2010 2:26 pm Post subject: |

possible to do hardware shading in in pure c but you will be in for a rough ride the same code in glsl maybe takes 50 lines of code where as if you do it in C you will most likely end up writing about 5000 lines of code the benefit of doing it the hard way is it might run on legacy hardware that dont support glsl (need a really old card) even my old geforce 2 can do em (to some extent) but my voodoo2 breaks

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Mon Feb 22, 2010 9:35 pm Post subject: |

dreadlorde wrote:

reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders. darkplaces supports external scripts for making cool effects

I'm going to go with C, based on the Wikipedia page.

*scratches head*
_________________
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Mon Feb 22, 2010 9:54 pm Post subject: |

Sajt wrote:

dreadlorde wrote:

reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders. darkplaces supports external scripts for making cool effects

I'm going to go with C, based on the Wikipedia page.

*scratches head*

GLSL is based on C, so I'm just going to say that the pretty water was done in C.
_________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

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Sajt Joined: 16 Oct 2004 Posts: 1026 |

Posted: Mon Feb 22, 2010 10:56 pm Post subject: |

Well, the only similarity is in the syntax... but if you meant whether the shaders were done in an assembly-style shader language or a non-assembly-style shader language, I guess you can say that... _________________ F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Mon Feb 22, 2010 11:35 pm Post subject: |

dreadlorde wrote:
GLSL is based on C, so I'm just going to say that the pretty water was done in C.

By that reasoning, QuakeC, Java, etc etc are all programmed in C.
Sadly most people accuse it of being C++ but that's a different matter. :s
_________________
What's a signature?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Feb 23, 2010 12:25 am Post subject: |

dreadlorde wrote:

Sajt wrote:

dreadlorde wrote:

reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders. darkplaces supports external scripts for making cool effects

I'm going to go with C, based on the Wikipedia page.

*scratches head*

GLSL is based on C, so I'm just going to say that the pretty water was done in C.

A lot of languages are syntax-based on C, but they aren't C.
Also, any statement from Wikipedia should be considered with at a bit of salt.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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reckless Joined: 24 Jan 2008 Posts: 390 Location: inside tha debugger |

Posted: Tue Feb 23, 2010 1:12 am Post subject: |

bit more to it than that aye most code is in some form or another based on the standards like C/C++ say for example python is more of a script language with the capability of making programs but those programs will then depend on the python runtime dll to run.
glsl has a bit of the same behaviour but you dont really notice it because the runtime dll comes with your gfx card in form of an opengl interpreter.
and java has the same behaviour as spike pointed out
the benefit of glsl is it uses something that you allready have namely the drivers for your video card (i do hope you have em)

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Tue Feb 23, 2010 12:26 pm Post subject: |

I knew that was going to happen the second after I pressed 'Submit'... _________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

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My-Key Joined: 12 Aug 2009 Posts: 4 Location: Poland |

Posted: Thu Feb 25, 2010 7:07 pm Post subject: |

AluminumHaste@ Try this one http://www.mediafire.com/?maqtng2ged5 (I've packed and tested it just a moment ago) Thanks to new version of DarkPlaces water now can have glossy surface like on this picture But now water looks very static, because you can see that it is just moving. So here is my question: does anybody know how to change script to add animation frames?

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Feb 25, 2010 7:11 pm Post subject: |

that um looks bad as hell. _________________ QuakeDB - Quake ModDB Group

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dreadlorde Joined: 24 Nov 2009 Posts: 86 |

Posted: Thu Feb 25, 2010 9:51 pm Post subject: |

My-Key wrote:
..

The water looks like it's covered in fucking plastic.
Once more, with feeling.
_________________

Ken Thompson wrote:
One of my most productive days was throwing away 1000 lines of code.

Get off my lawn!

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Thu Feb 25, 2010 9:54 pm Post subject: |

how does it look like its covered in plastic? it looks like the light in the map is reflecting off of the water making it shine and shimmer... _________________ QuakeDB - Quake ModDB Group

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Feb 26, 2010 5:29 pm Post subject: |

Yay, I've been waiting for gloss on water surface support! Although, yes, it does look like plastic. DP really needs some form of control over gloss sharpness, so you can have water, metal, plastic and other sorts of gloss too... _________________
Look out for Twigboy

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