Permalink 08:02:52 pm, Categories: general  


What time is it? Can I be more helpful? When will she call? Is this slippery? Should I do that again? Will lasers mend this? Was it 5? Did they overcharge me? Is God tall? When will they thank me? Am I special too? Is she laughing at me? Who left this here? Does this smell okay Can I heat that up? Why did you change? Can someone help me? Will I ever die? When will they replace me?

Permalink 08:00:18 pm, Categories: general  

The reef

It shone, pale as bone,
as I stood there alone.
and I thought to myself how the moon,
That night, cast its light
On my heart's true delight,
And the reef where her
body was strewn

Permalink 07:58:02 pm, Categories: general  


It's like this dreading darkness is enveloping you, turning your thoughts into abstract flashes of a bizarre reality slowly turning, corrupting your sanity until the only thing that remains is a twisted sickening variation of your own being.

Permalink 07:57:11 pm, Categories: general  


Like the flashing led on a disused answering machine, reminding you there is something there, but you don't want to know what.


Permalink 08:04:43 pm, Categories: general  


I never saw them coming, the horsemen. I only closed my eyes for a second and when I opened them again, the world was burning, distant cries as people ran around in a panic. It took only a single blink more and it was calm again, only a single dark void remained and I can't even recall what the world was like before. Not a single sign of my person. Will I ever see her again?



Permalink 11:31:37 pm, Categories: GSoC 2014  

State of shadows

While both renderer deferred and pssm works great but their shadows doesn't seems to be working as they should. If we load a scene with deferred renderer enabled, it appears that everything works fine


Until, you load point or spot light. Things begin to look weird.
When the light is close to the object it is casting shadow of things look fine.


However, if light move away from the object, there is no shadows


Same thing happens for point light.

Possible reason for this issue could be that the shadowmaps aren't rendered correctly but dump texture of shadowmap says otherwise.


Maybe its the hardware issue. I tried it on different hardware but still the issue persists.

Now the only possible reason for this issue to occur could be at the shader level.
shadow_depth.xml is responsible for mapping the shadows but nothing seems to be wrong there. Could be, the shader is taking slices into account which it shouldn't or coordinates from use_buffer.xml aren't sent right.

In addition to that pssm render manager is broken. It used to work earlier but now it doesn't exhibits shadows. weird!

Permalink 06:24:12 am, Categories: GSoC 2014  

Working with lights

There are several ways to enable lights in Crystal Space. One being from world file (XML). Following is the syntax to lit them in your environment.

1). Point light :-
<light name='Lamp'>
<center y='10' x='0' z='0'/>
<color blue='1.0' green='1.0' red='1.0'/>


2). Directional light :- Same as point. rotate the matrix to change it's direction
<light name='Lamp'>
<center y='10' x='0' z='0'/>
<color blue='1.0' green='1.0' red='1.0'/>


3). Spot light :- requires some additional values
<light name='Lamp'>
<center y='10.00' x='0' z='0'/>
<color blue='1.0' green='1.0' red='1.0'/>
<spotlightfalloff outer="50" />



Permalink 10:22:13 am, Categories: GSoC 2014  


Yet another GSoC, only this time its shadows.
Game on!

Permalink 10:00:33 am, Categories: GSoC 2012, GSoC 2013, General  

How water looks

And that's how the CS water looks.
Youtube Link!


Permalink 05:12:14 am, Categories: Weaver  

Shader Weaver


Shader weavers are intimidating at first mainly because it is difficult to debug them and connections are quite confusing.
The basic idea of weaver can be learned from here. However, the code written in it is outdated... better to go with code.

Following are some weaver debugging techniques that I learned.
1. Debugging by altering the output color. ex


2. CS flag to Disable shader cache : -cfgset=Video.ShaderManager.EnableShaderCache=false

3. CS flag to Dump shader program at %temp%\shader : -cfgfile=/config/shader-debug.cfg

4. Dump textures at %temp%\textures

   a. CS flag : -plugin=bugplug
   b. ctrl+d
   c. ctrl+shift+t

5. Switching between CG/GLSL

   a. simplest way is to delete the shader plugin that isn't needed.
   b. Disable GLSL only : 
   c. remove/edit the GLSL/CG technique in main entry weaver. 

6. CS flag to check syntax error: -verbose


:: Next Page >>

October 2015
Mon Tue Wed Thu Fri Sat Sun
 << <   > >>
      1 2 3 4
5 6 7 8 9 10 11
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31  

Blog All Title

This is the long description for the blog named 'Blog All'.

This blog (blog #1) is actually a very special blog! It automatically aggregates all posts from all other blogs. This allows you to easily track everything that is posted on this system. You can hide this blog from the public by unchecking 'Include in public blog list' in the blogs admin.



XML Feeds

What is this?

powered by