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DK22Pac

SA::Render

Recommended Posts

Silent

I REALLY don't think uncommenting few lines of code is enough to enable shadows. Something seems wrong about this code, with the most apparent mistake being

 

 

g_Device->GetRenderTarget(0, &pOldRTSurf);g_Device->GetDepthStencilSurface(&m_pZBuffer);SAFE_RELEASE(pOldRTSurf);SAFE_RELEASE(m_pZBuffer);

 

 

releasing cached render targets as soon as they're stored (yet, they are later referenced, causing huge rendering corruption).

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Performer

 

But for some reason I feel like all this is just too much for only few guys.

Thats why it is Open Source. So anyone can contribute something, fixing bugs and give feedback.

 

If Boris would have done this with his ENB series.. Graphicals mod like this would have been done probably years ago.

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OKOK PL

Alpha test by XMakarusX biggrin.gif

 

 

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S Y E D

 

@EVERYBODY in this topic, sorry for not giving any comments on SA::Render and not helping Petka to find bugs. I just know how to compile and I don't understand much about code or C++ or anything else. I know this is not finished yet and not in playable state like SilentPL said to me. I don't know the code and how can I find bugs? I'm sorry sad.gif

Edited by Jengsebong007

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brian.

Jesus Christ, this looks amazing - it's so good. You will be able to add materials like normal and spec maps and stuff???

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Performer

 

@EVERYBODY in this topic, sorry for not giving any comments on SA::Render and not helping Petka to find bugs. I just know how to compile and I don't understand much about code or C++ or anything else. I know this is not finished yet and not in playable state like SilentPL said to me. I don't know the code and how can I find bugs? I'm sorry sad.gif

That's the intention: People without C + + experience shouldn't get this mod. I can tell you: At the moment testing this mod isn't worth it. It works almost nothing and runs very crappy and looks terrible. Without C + + knowlegde your bug reports are useless. This mod needs guys that can FIX the annoying bugs and not some reports everyone already knows...

wink.gif

 

Here are some screens to show you that nothing is really done. The deferred lightning is very blocky and has low resolution:

user posted image

user posted image

 

 

Alpha test by XMakarusX biggrin.gif

 

 

 

This is an older version isn't?

Edited by Performer

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PetkaGtA

 

This is an older version isn't?

yep it's that version that was before we set it to open source(it's just version with shadows and without sky and deferred lighting(well without point lights))

 

nothing is really done

heh you're wrong biggrin.gif everything that you saw on screens it's done(exept water and reflections because i'm to lazy) but you need to know c++(and d3d9) realy good to enable it..

about blocky lights:

problem is position buffer(it need to be 32fp to fix that bug)

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Performer

 

heh you're wrong  biggrin.gif  everything that you saw on screens it's done(exept water and reflections because i'm to lazy) but you need to know c++(and d3d9) realy good to enable it..

 

The same as Silent: I know sh*t about direct X or shaders. I started SA-MP serverscripting before 2 months to learn C# syntax basics. After that I switched to C++... that was 2 weeks ago xD

 

I know what If, Includes, Strings, cases, functions, classes... I pretty much know the basics. But I know nothing about direct X, renderware or shaders... I think I should learn this biggrin.gif

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Silent

 

heh you're wrong  biggrin.gif  everything that you saw on screens it's done(exept water and reflections because i'm to lazy) but you need to know c++(and d3d9) realy good to enable it..

I don't think it's true, seeing how many mistakes the code has dozingoff.gif

 

I mostly blame half-rewritten shaders though. BUT they're not related to high C++ experience.

 

 

EDIT:

You know, that really kinda annoyed me. I thought the code source has been opened in order to allow people to help. But instead, your post made it look like you've organised a Who Can Finish The Code Best contest, maybe giving us something unfinishable to prove no one knows C++ and d3d9 as good as you. You claim the code is finished, YET I already pointed out plenty of crashes, memory leaks and broken stuff which COULDN'T work in ANY build you've made.

 

That post certainly didn't help your project with gaining more contributors. If you wanted a contest, you should have told us.

Edited by SilentPL

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goodidea82

Considering SilentPL's last post I think this is the right time to quote my message from last week (with some modifications):

 

 

However, looking at the sourceforge and google code repositories my impression is that some organisational work is still needed. Hopefully I don't sound like a smart-ass  wink.gif , but I think the following items may help this project.

- Take the developers by the hand and explain exactly how to setup and build the project. Explain the architecture of the source code, how are things connected etc.

- Fix the download problem. When I tired to checkout the source code (Last week) neither using svn checkout http://sa-render.googlecode.com/svn/trunk/ sa-render-read-only

nor git clone git://git.code.sf.net/p/sarender/sarender sarender-sarender worked.

- I'm not sure what the reason was to make two repositories, but I think when having two repository the project may diverge into two projects eventually. I recommend to have only one central repository.

- Give instructions how people can contribute to the project (without messing it up).

- Attaching an open source license to all the files may help to prevent closed source derivatives of the project.

- Comment the source code better. For example, describe the intuition behind the mathematical formulas in the shader files.

 

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T-Birds

The mod is for everyone who loves GTA, unless you're looking for a job in Rockstar, the autor it's just a name, let everyone help.

 

 

Edited by T-Birds

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cuvip

the mod is progressing smoothly but I just have a question in mind. Are you guys working on the sky also? Because it looks really plain in every test video and pics

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lpgunit

Any fixes for the d3d9 crash that I'm getting on my end?

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PetkaGtA

 

- Take the developers by the hand and explain exactly how to setup and build the project. Explain the architecture of the source code, how are things connected etc.

well i have not much time for this i hope those guys who did it allready will do some tutorial

 

I'm not sure what the reason was to make two repositories, but I think when having two repository the project may diverge into two projects eventually. I recommend to have only one central repository.

thats not problem, goggle one is main

 

Give instructions how people can contribute to the project (without messing it up).

i think only way is helping us finding memory leaks and some bugs then putting messages into issues in google repository

 

Attaching an open source license to all the files may help to prevent closed source derivatives of the project.

idk how

 

Comment the source code better. For example, describe the intuition behind the mathematical formulas in the shader files.

its hard a bit about shaders - there is not that much mathematical formulas to explain it but if you need it we will create some description...

 

btw code is almost cleaned check it out(but as i said before shadows is realy fat preformance eater)

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Silent

Yeah, r81 adds lots of features, but I still don't see how they're unlocked? You ADDED code and modified shaders, why call it unlocking?

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PetkaGtA

 

ADDED

no i'm just uncomment shadowing code(and fix something in it) btw if you want you can see difference(and all added code is just some simplifying of code to make it more readable)

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PetkaGtA

user posted image

 

Edited by PetkaGtA

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MrMateczko

Video made with the old version or the newest one?

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Musi

I belive it's the new one because the clouds look better (even if they're a bit strange).

But you see, there are some rendering issues (like when not having stream memory fix) and texture flickering.

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PetkaGtA

 

Video made with the old version or the newest one?

newes one(just with some adjustments by Maks)

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Rbn 3d

So, if you have implemented deferred rendering, that means we have depth buffer with depth+normals?

 

if so, it would be possible to implement realtime local reflections (screen space raytracing) that is not very performance killer and really, really cool.

 

I think is better than cubemaps or planar reflections, and even faster.

 

There is a reference implementation on GameDev:

http://www.gamedev.net/blog/1323/entry-225...al-reflections/

 

There a papper from crytek that talks about it:

http://es.slideshare.net/TiagoAlexSousa/se...hics-technology

 

And some videos showing a implementation in Unity 3D game engine:

 

 

 

Don't scare about "raytracing", if it were calculated in world space if would be very slow, but in screen space is a lot faster. Also, we are talking only about reflection, not GI or lighting calculation at all.

 

Seems to not be very hard to implement (I've never implemented, although sarcasm.gif )

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PetkaGtA

@Rbn 3d i tryed but failed(in unity too)... maybe we need someone who knows how to do it

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lpgunit

RLR or screen-space raytracing sounds promising. We can do cubemaps for vehicles, or perhaps even parabolic maps like what R* did in IV, but screen-space reflections would look cool in some objects as well.

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mxsmack

This looks awesome and you guys are trying to get it to work for everyone, that's cool.

 

Looking foward to try it!

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fabio3

http://sa-render.googlecode.com/svn/trunk/...edRendering.cpp

 

this code:

void CDeferredRendering::PostProcess(IDirect3DSurface9 *outSurf){if(ppTCcount>1){ for(int i = 0; i<ppTCcount-1;i++){ 	std::stringstream sstm; 	g_Device->SetRenderTarget(0,rsTmpSurface[i+1]); 	sstm << "PostProcess_" << i; 	std::string result = sstm.str(); 	m_pEffect->SetTechnique((char*)result.c_str()); 	std::stringstream sstm1; 	sstm1 << "screenBuffer_" << i; 	std::string result1 = sstm1.str(); 	m_pEffect->SetTexture((char*)result1.c_str(),rtTmpSurface[i]); 	DrawPostProcessPass(); }}g_Device->SetRenderTarget(0,outSurf);std::stringstream sstm;sstm << "PostProcess_" << ppTCcount-1;std::string result = sstm.str();m_pEffect->SetTechnique((char*)result.c_str());std::stringstream sstm1;sstm1 << "screenBuffer_" << ppTCcount-1;std::string result1 = sstm1.str();m_pEffect->SetTexture((char*)result1.c_str(),rtTmpSurface[ppTCcount-1]);DrawPostProcessPass();}

 

 

could be better like this:

 

void CDeferredRendering::PostProcess(IDirect3DSurface9 *outSurf){std::string tempString;for(int i = 1; i <= ppTCcount; i++){ g_Device->SetRenderTarget(0, rsTmpSurface[i]);  tempString = "PostProcess_"; tempString += std::to_string(i - 1);  m_pEffect->SetTechnique((char*)tempString.c_str());  tempString = "screenBuffer_"; tempString += std::to_string(i - 1); m_pEffect->SetTexture((char*)tempString.c_str(), rtTmpSurface[i - 1]); DrawPostProcessPass();}g_Device->SetRenderTarget(0, outSurf);tempString = "PostProcess_";tempString += std::to_string(ppTCcount - 1);m_pEffect->SetTechnique((char*)tempString.c_str());tempString = "screenBuffer_";tempString += std::to_string(ppTCcount - 1);m_pEffect->SetTexture((char*)tempString.c_str(), rtTmpSurface[ppTCcount - 1]);DrawPostProcessPass();}

 

 

std::stringstream is slow and you created several instances to use as temporary storage...

 

std::to_string is best for any type conversion to std::string (officially implemented in C++11, but some overloads of std::to_string is available on VC++ 2010)

 

No need to more than one instance of std::string in this case, since we need not store their values ​​for future use

Edited by fabio3

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quechus13

I love everything you guys are doing.

 

Amazing work!

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PetkaGtA

@fabio3 thanks for good idea i will try that

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bathhdenn772

Случае будет то, как мы в GTA V или GTA IV действительно, приходят Скажите, пожалуйста, возможно ли это перед GTA V?

 

Как прогресс?

Очень яркие, возможно, верить этому или нет, говорить.

Друзья, пришло время.

 

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PetkaGtA

@bathhdenn772 очень сложно понять русский, который хуже моего английского.....

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