Raydium 3D Game Engine

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PostPosted: Fri Nov 10, 2006 10:10 pm 
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Oups, désolé. J'utilise odyncomp et non ocomp, je suis passé à coté de ça ... Merci pour l'info Totoro ! (c'est réglé dans la rev 481).


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PostPosted: Sat Nov 11, 2006 7:28 am 
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when i try to compile it under win32, i've got this error :
Code:
C:\DOCUME~1\batcox\LOCALS~1\Temp\ccIvlaaa.o: In function `display':
//E/RaydiumSDK/ray/shader_test.c:50: undefined reference to `_imp__raydium_mouse_move'
failed !


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PostPosted: Sat Nov 11, 2006 10:59 am 
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Have you rebuild the DLL ? If yes, there's a problem I can't see right now, I'll look at this ASAP.


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PostPosted: Sat Nov 11, 2006 3:42 pm 
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after rebuild the DLL it works fine thank you


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PostPosted: Sun Nov 12, 2006 8:41 pm 
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The normal mapping shader was only used for the roof of the shader_test room. I've started a more advanced test.

Using the ORB software, I've generated a normal map for a 48,000 triangles model, and applied it onto a simplified version of the mesh, with 850 triangles :
Image
The guy on the left is using normal mapping, and the one on the right is using a regular fixed pipeline rendering. Details are quiet impressive, IMHO ;)

To continue ...


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PostPosted: Mon Nov 13, 2006 9:43 pm 
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Finished ... This guy is using less than 800 triangles (look at the edges at the top of his head) but look like a high-poly model !

The next step is to add my tangent smoothing code to Raydium in a ... smart way.


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PostPosted: Sat Nov 25, 2006 11:53 pm 
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Our friend now have eyes ! ;)
Image


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PostPosted: Sun Nov 26, 2006 11:58 am 
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Xfennec, can you give URL for that ORB app?


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PostPosted: Sun Nov 26, 2006 1:53 pm 
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ORB "Open render bump": http://engineering.soclab.bth.se/tools/177.aspx (windows binairy)

There's also official tools from ATI ("normalmapper", using a special file format for meshes) and NVidia ("melody"), but they are windows binaries too. ATI's tool is open sourced, so we can perhaps try to port it (or find someone who starts this job).

The main trouble here is that Blender is currently unable to generate "real" normal maps, since no "tangent space" is supported (only "object space" [theses normal maps are a bit yellow]) so you can only apply normal maps to flat surfaces ...


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PostPosted: Mon Nov 27, 2006 12:12 am 
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I've ported the ATI tool "NormalMapper" to Linux:
http://ftp.cqfd-corp.org/NormalMapperLinux.tar.gz

This tool is harder to setup than ORB (the model UV coords must be very clean, it seems), but provides way more options. I'm currently looking at all this.
This tools needs two models (high poly and low poly), the low poly must have UV coords, all models must be in "MNF" format. A script for Blender is provided to export to this format (perhaps can we update this tool so it can work with TRI file format).

I'm also try a GPL tool named "SharpConstruct", a simplified clone of ZBrush ... It's very easy to use, and very funny. Here it is a small capture of the der_head.tri model, modified with SharpConstruct, with a normal map created with Linux NormalMapper tool, and rendered with Raydium:
Image

URL for SharpConstruct:
http://sharp3d.sourceforge.net/mediawik ... /Main_Page
(The author is working on a similar tool for Blender !)


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PostPosted: Tue Jan 02, 2007 8:04 pm 
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Do you need a recent ati card to use they linux version of NormalMapper i currently only have a ati rage 128 pro 16 megs mem i know very sad but atleast i can use raydium in a very limited way lol i need a new video card.

Steve


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PostPosted: Tue Jan 02, 2007 10:49 pm 
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This car is -really- short ! :) But for the NormalMapper tool, no 3D video card is needed, all is done on the FPU. Of course, to use the generated normal maps, you need shaders ... and 128 Rage pro can't ;)


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PostPosted: Wed Jan 03, 2007 4:31 am 
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Yah i know about the shaders i found that out when i installed and tested SharpConstruct it told me what i could use and what i couldn't and shaders was one of the things that i cant use..

I just wanted to know because i wanted to add this to a game studio kit i am putting together
the final touches will have to wait until get a new card.

Thanks Steve


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