Originally Posted by Sketchy I fixed all the bugs in the quadrilateral deformation shader I was working on (see above), and added the texture offset and lighting options from Werbad's 3D shader, so it's quite a powerful shader now
Download: http://1drv.ms/1SggQD1
I've also been working on a shadowcaster pixel shader:
It's not totally finished yet, but it seems to work moderately well...
Looks good!
I think you need to make the camera movement a bit smoother though - the player character moves a bit too quickly and changes direction too often for you to just always centre the camera on him. You really need to give the camera a bit of inertia.
Anyway, this is what I was working on:
It's a 3D cube (if you wear red/blue glasses, obviously). For some reason, the 3D effect only seems to work when it's in motion. Of course, my eyes are pretty messed up, so it might not work at all for other people...
Thanks for the shader sketchy! I've been making this with it in mmf2, not sure what will come of it.
It should be able to handle about 1000 of these square thingos.
I could do triangles too but they texture funny. I will probably add support later as that's as good as it gets.
It really needs a good 3d editing interface. Anyone have any ideas for input?
Nice "Qolygons"!
I don't know if you're interested in making an actual 3D engine, but I originally made the shader at the request of someone on the clickteam forums, called Schrodinger - and this is what he's using it for:
I think I will scrap my 3d engine because the quad-deform is insufficient to correctly render 3d shapes. There's a major technical limitation regarding co-ordinates appearing behind the camera. Basically you can't implement a frustum.
Imagine standing the middle of a massively wide 4 point polygon extending near infinitely into the distance. You would think the only way to fill the screen with the quad-deform is to stretch the remaining 2 points as far as possible, but in this configuration it's only possible to fill half the screen.
We need an deci-deform to do frustrum clipping, where you set 12 points for the perimeter, and an additional 8 texture offsets!
Sketchy has informed me no more variables can be added to the shader!