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Re: Shaderjoy 1.21
Just popping in
Joined:
2007/1/10 21:56
From Stockholm Sweden
Posts: 179
@Capehill
Thank you once again!

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Re: Shaderjoy 1.21
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@Capehill
Yeah, in 1.21 those shaders start to works again as well as project files support matured enough now and work as expected in all conditions I tried.

Home in next day or two make that big shaders-pack upload

Thanks a bunch!

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Re: Shaderjoy 1.21
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@Capehill
Not sure if it is worth of worry about, but just in case: we have now "auto-update" of the shaders in shaderjoy - i.e. we load one, and if we in realtime overwrite it (like by writing a new version on top of the current one), then it auto-compiles and new version start to renders. That fine and good.

But shouldn't we have the same for ".sjp" files as well then? Seems currently no, but I not sure if that for real need to changed, just noticed it while testing now...

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Re: Shaderjoy 1.21
Just can't stay away
Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
@kas1e

Project files weren't supposed to be manually modifiable, but file monitoring would be probably simple to add. But, maybe not this week...

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Re: Shaderjoy 1.21
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@Capehill
Not a big deal anyway...

Btw, is there possible to set LogLevel via tooltypes ? I mean those Detail/Debug/Info/Warning/Error?

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Re: Shaderjoy 1.21
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Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@Capehill
I finished cleaning and sorting and testing that big shaderjoy database! Check the news items, and thanks for your never ended work on ShaderJoy (and SDL, and glSnoop, and whatever else you works on:) )

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Re: Shaderjoy 1.21
Just can't stay away
Joined:
2007/2/23 13:49
From Finland, the land of Santa, sauna, sisu and salmiakki
Posts: 1116
Thank you both Capehill and kas1e!

The package has some familiar demos and demo effects. But going to heavier stuff my HD7770 is not fast enough unfortunately.

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Re: Shaderjoy 1.21
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@TSK
Quote:

The package has some familiar demos and demo effects. But going to heavier stuff my HD7770 is not fast enough, unfortunately.


Yeah, Radeon RX is a must. And even on Radeon RX, some will be slow enough (but they the same slow on modern PC too).

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Re: Shaderjoy 1.21
Just can't stay away
Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
@kas1e

Quote:

is there possible to set LogLevel via tooltypes ?


It's currently only possible to switch between Debug And Info by using the VERBOSE flag. Maybe something to improve in version 1.22.

Quote:

I finished cleaning and sorting and testing that big shaderjoy database!


Yay! I will test it later today. Thanks.

@khayoz

You are welcome!

@TSK

Some shaders are heavy but it's sometimes possible to tweak them slightly to make them faster without losing too much quality. For example, decrease some for-loop counters or remove anti-alias or things like that.


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Re: Shaderjoy 1.21
Just popping in
Joined:
2007/2/1 13:29
From Bergamo, Italy
Posts: 106
Successfully tried many shaders on my 10 years old Sam460ex equipped with a RadeonRX 560 and it look awesome!

Thank you guys, ShaderJoy is simply impressive, and the shaders pack made available by kas1e provide a good selection of ready to use examples.

Just a question: why the GPU animation freeze when I move any icon on the workbench?

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Re: Shaderjoy 1.21
Not too shy to talk
Joined:
2010/6/17 15:04
From Waterbury, Connecticut (USA)
Posts: 285
@Capehill / @kas1e

Many of the textures for the various demos available in the latest ShaderToy Pack seem to have rendering issues on my A1222. In fact nearly thirty-percent of them don't render correctly; points or flares render as lines. The best illustration of this is "The Eye," but I can point to many others. I'm running the latest OpenGLES and Warp3DNova libraries from A-EON as well as RadeonRX 2.5. The video card is a Radeon RX560.

Resized Image

I should say that everything renders just fine on my X5000, so the issue may be the FPU emulation layer on the A1222 -- but thought you might know what this is.

-- eliyahu

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Re: Shaderjoy 1.21
Home away from home
Joined:
2007/9/11 12:31
From Russia
Posts: 7037
@elihauy
Tabor have a lot of issues with 3D and very big slownes when it come to 3D stuff. That surely need to be taken into account by those who adapt all the things for Tabor. And still i not sure, that in our little developer-base, developers will made special SPE based tabor versions. It all need to be deal inside of the OS coming with Tabor.

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Re: Shaderjoy 1.21
Just can't stay away
Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
@virgola

I think it's a limitation of Workbench. Maybe it locks the screen bitmap and prevents other updates - just guessing.

Just open Clock (with seconds hand) and you can see the same.

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Re: Shaderjoy 1.21
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Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
@eliyahu

Have you tried to change any texture-related settings, such as filtering, clamping or flipping?

Is the issue present in both multipass and simpler single-file shaders?

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Re: Shaderjoy 1.21
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Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
It seems that the screenshot functionality is broken. It tries to save PNG but files seem to be actually ILBM (says Multiview). Is it actually possible to save PNG files using system datatypes?

Implementation:

Objectobject IDataTypes->NewDTObject(nullptr,
        
DTA_GroupIDGID_PICTURE,
        
DTA_SourceTypeDTST_RAM,
        
DTA_BaseName"png",
        
TAG_DONE);

....

const 
auto success IDataTypes->SaveDTObject(objectnullptrnullptrfileNameDTWM_RAWFALSE,
            
TAG_DONE);

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Re: Shaderjoy 1.21
Quite a regular
Joined:
2007/2/6 13:57
From Donostia (SPAIN)
Posts: 633
@Capehill

Hi, take a look at http://aminet.net/package/util/conv/dtconvert (source included) maybe it helps on trackind down what's missing on your code.

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Re: Shaderjoy 1.21
Just popping in
Joined:
2018/3/1 21:08
From italy
Posts: 38
@Capehill

You can use this to save an ILBM or change it for PNG.
Why not IFF ILBM?

/*----------------------------------------------------------------------------*/
/* Save the inner contents of a GZZ window as IFF picture using datatypes     */
/*----------------------------------------------------------------------------*/
int32 savewindow (char *name,struct Window *win)
{
struct BitMap *bm;
Object *o;
struct BitMapHeader *bmhd;
UBYTE *cmap;
ULONG *cregs;
long i;
long w,h,d;
long ncols;
BPTR fhand;
struct ViewPort *vp;
int32 Error;

    
Error TRUE;

    if (
bm gzzarea (win))
        {
        
win->GZZWidth;
        
win->GZZHeight;
        
GetBitMapAttr (bm,BMA_DEPTH);

        
ncols = (<< d);

        
vp ViewPortAddress (win); 
        
        if (
NewDTObject (NULL,
                
DTA_SourceType,DTST_RAM,
                
DTA_GroupID,GID_PICTURE,
                
PDTA_BitMap,bm,
                
PDTA_ModeID,GetVPModeID(vp),
                (
ncols PDTA_NumColors PDTA_DestMode),(ncols ncols PMODE_V43),
                
TAG_END))
            {

            
//SetDTAttrs (o,NULL,NULL,DTA_ObjCopyright,&COPYRIGHT_CHUNK,DTA_ObjAuthor,&USERNAME_CHUNK,TAG_END);

            
GetDTAttrs (o,PDTA_BitMapHeader,&bmhd,TAG_END);

            
bmhd->bmh_Width  w;
            
bmhd->bmh_Height h;
            
bmhd->bmh_Depth  d;
            
bmhd->bmh_XAspect 22;
            
bmhd->bmh_YAspect 22;
            
bmhd->bmh_PageWidth = (<= 320 320 <= 640 640 <= 1024 1024 <= 1280 1280 1600);
            
bmhd->bmh_PageHeight bmhd->bmh_PageWidth 4;

            if (
ncols)
                {
                
GetDTAttrs (o,PDTA_ColorRegisters,&cmap,PDTA_CRegs,&cregs,TAG_END);
                
GetRGB32 (vp->ColorMap,0,ncols,cregs);
                for (
3*ncolsii--)
                    *
cmap++ = (*cregs++) >> 24;
                }

            if (
fhand Open (name,MODE_NEWFILE))
                {
                
DoDTMethod (o,NULL,NULL,DTM_WRITE,NULL,fhand,DTWM_IFF,NULL);
                
Close (fhand);
                if (
i)
                    
Error FALSE;
                else
                    
Delete (name);
                }

            
DisposeDTObject (o);
            }
        else
            
FreeBitMap (bm);
        }

    return 
Error;
}

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Re: Shaderjoy 1.21
Just can't stay away
Joined:
2007/7/14 21:30
From Lothric
Posts: 1335
@flash @jabirulo

Thanks, no breakthroughs yet. I am not able to save jpeg, bmp or tiff either.

Yesterday I wanted to upload an image to Amigans.net and then I noticed that there is some issue with my "png" files and files were too large for upload.

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Re: Shaderjoy 1.21
Just popping in
Joined:
2018/3/1 21:08
From italy
Posts: 38
@Capehill

Maybe with OS4 default datatypes you can’t save in all picture formats because there’s full support only for load.
Use iff ilbm format, it’s our standard for pictures.
We are amigans we have our peculiarities

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Re: Shaderjoy 1.21
Just popping in
Joined:
2020/11/5 3:55
From Älvsbyn
Posts: 14
@Capehill
it is most likely a matter of what datatypes you are using warpPNG, akPGN or PNG, some .datatype libraries support writing some don't, if we go back to the commodore days the datatype system was only meant to write the default format (FTXT, 8SVX, ILBM)

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