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reckless



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

PostPosted: Sun Feb 21, 2010 7:40 pm    Post subject: Reply with quote

neither it uses glslang or opengl's variant of directx hardware shaders.

darkplaces supports external scripts for making cool effects Wink
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Sun Feb 21, 2010 9:55 pm    Post subject: Reply with quote

reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders.

darkplaces supports external scripts for making cool effects Wink
I'm going to go with C, based on the Wikipedia page. Very Happy
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reckless



Joined: 24 Jan 2008
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PostPosted: Mon Feb 22, 2010 2:26 pm    Post subject: Reply with quote

possible to do hardware shading in in pure c but you will be in for a rough ride Smile

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 Laughing

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 Razz
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Sajt



Joined: 16 Oct 2004
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PostPosted: Mon Feb 22, 2010 9:35 pm    Post subject: Reply with quote

dreadlorde wrote:
reckless wrote:
neither it uses glslang or opengl's variant of directx hardware shaders.

darkplaces supports external scripts for making cool effects Wink
I'm going to go with C, based on the Wikipedia page. Very Happy


*scratches head*
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Mon Feb 22, 2010 9:54 pm    Post subject: Reply with quote

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


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



Joined: 16 Oct 2004
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PostPosted: Mon Feb 22, 2010 10:56 pm    Post subject: Reply with quote

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...
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Spike



Joined: 05 Nov 2004
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PostPosted: Mon Feb 22, 2010 11:35 pm    Post subject: Reply with quote

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
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Tue Feb 23, 2010 12:25 am    Post subject: Reply with quote

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


*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.
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reckless



Joined: 24 Jan 2008
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PostPosted: Tue Feb 23, 2010 1:12 am    Post subject: Reply with quote

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 Smile

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) Laughing
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dreadlorde



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PostPosted: Tue Feb 23, 2010 12:26 pm    Post subject: Reply with quote

I knew that was going to happen the second after I pressed 'Submit'... Laughing
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My-Key



Joined: 12 Aug 2009
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Location: Poland

PostPosted: Thu Feb 25, 2010 7:07 pm    Post subject: Reply with quote

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 Smile


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
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Location: Florida, USA

PostPosted: Thu Feb 25, 2010 7:11 pm    Post subject: Reply with quote

that um looks bad as hell.
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dreadlorde



Joined: 24 Nov 2009
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PostPosted: Thu Feb 25, 2010 9:51 pm    Post subject: Reply with quote

My-Key wrote:
..
The water looks like it's covered in fucking plastic.

Once more, with feeling.
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ceriux



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PostPosted: Thu Feb 25, 2010 9:54 pm    Post subject: Reply with quote

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...
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Urre



Joined: 05 Nov 2004
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PostPosted: Fri Feb 26, 2010 5:29 pm    Post subject: Reply with quote

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...
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