Sent you a log.
While on the subject though, Bump mapping sounds awesome and custom lighting shader looks good.... however would it be possible to implement deferred lighting or a real shadow engine into the game with lighting? I don't know much about GLSL but I assume it wouldn't be impossible
edit: another thing I fantasize about is real time screen space indirect illumination/global illumination, would look fantastic in houses and stuff, though I actually havn't seen any examples of that working in GLSL
I'd help out writing shaders if I could, but I don't know much about the shader language
A quick update to my [somewhat] realistic DoF shader.
There are now some constants you can modify in final.fsh that correspond to real world cameras:
const float FOCALDISTANCE = 21.6; //(millimeters)
const float COCLIMIT = 0.03; //circle of confusion limit (millimeters -- typically 0.03mm)
const float FSTOP = 5.0; //human eye ranges from about 8.3 (bright) to 2.1 (dark)
While the FSTOP won't actually change the amount of light the camera receives, it will modify the DoF received. You can also pretend you're running around in MC with a 300mm or 400mm telephoto (FoV modifications coming soon) lens just to see what how the DoF reacts to changes in FSTOP and FOCALDISTANCE.
COCLIMIT corresponds to the Circle of Confusion and should probably stay at 0.03mm. Changing up these values (and then repackaging the jar) should come up with some interesting results. Here's a few quick examples of what changing the FOCALDISTANCE can look like:
35mm @ f/5 :
300mm @ f/5 :
Download the shaders here. Just replace the shaders in \mods\shaders\files\shaders with these and then patch like you would normally!
If there is anyone particularly knowledgeable of the subject, pm if you think this could benefit from a particular edit in my formulas. I'm currently basing all of this off of what I can find on Wikipedia.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
Info log:
Vertex shader was successfully compiled to run on hardware.
Info log:
Fragment shader was successfully compiled to run on hardware.
########## GL ERROR ##########
@Post render
1282: Invalid operation
I think this would be the same as Windows console output, but I'll check in a moment. Yeah it is. I would actually prefer MCP because it doesn't require a txt file, and because it logs the loading of textures.
Rollback Post to RevisionRollBack
I'm a decent Java programmer learning Python, and I'm skilled with server administration, WorldEdit, redstone circuitry, etc. Feel free to show me mod ideas, I'm thinking about starting to make mods, and I'd be happy to give insight as to how a mod could be implemented in Minecraft.
Did anyone get it to work with linux at all. Maybe it because I have a ATI card in my laptop. Running linux mint 10 64 bit and it crashes when Its tries to download terrain.
i’ll hit everyone on the head who develops a platform-specific java library. it’s the only advantage that java has in contrast to being slow and being an awful programming language.
Hi there,
Looks like a great mod. Thanks for taking the time to code all this.
But I also have an ATI Graphics Card (Mobility 5650), so I get the Black Screen Error.
It seems that ATI GPUs handle GLSL more strictly and don't allow for any "informal" code. (Link)
AMD released a tool that helps fixing those kinds of Errors. Not sure if this helps you since it's a Windows Program, but you should be able to run it via parallels.
If you're unable to use it, I can post the lines that the Program points out as errors for you.
Hope this helps you a bit. Certainly looking forward to play the game with DoF, soon. ^^
Yours,
Colin
Looks promising. I'll give this a try.
Edit: I'm compiling my shaders with this and not seeing any errors (selecting GLSL as the source type, with vertex/fragment shader as the target). What exactly are you getting?
edit: can't get the cmd prompt working...
edit2: nvm missed a space...
I want to know when I might be able to make videos with it. : \
While on the subject though, Bump mapping sounds awesome and custom lighting shader looks good.... however would it be possible to implement deferred lighting or a real shadow engine into the game with lighting? I don't know much about GLSL but I assume it wouldn't be impossible
edit: another thing I fantasize about is real time screen space indirect illumination/global illumination, would look fantastic in houses and stuff, though I actually havn't seen any examples of that working in GLSL
I'd help out writing shaders if I could, but I don't know much about the shader language
I love you. This is amazing. :biggrin.gif:
There are now some constants you can modify in final.fsh that correspond to real world cameras:
While the FSTOP won't actually change the amount of light the camera receives, it will modify the DoF received. You can also pretend you're running around in MC with a 300mm or 400mm telephoto (FoV modifications coming soon) lens just to see what how the DoF reacts to changes in FSTOP and FOCALDISTANCE.
COCLIMIT corresponds to the Circle of Confusion and should probably stay at 0.03mm. Changing up these values (and then repackaging the jar) should come up with some interesting results. Here's a few quick examples of what changing the FOCALDISTANCE can look like:
35mm @ f/5 :
300mm @ f/5 :
Download the shaders here. Just replace the shaders in \mods\shaders\files\shaders with these and then patch like you would normally!
If there is anyone particularly knowledgeable of the subject, pm if you think this could benefit from a particular edit in my formulas. I'm currently basing all of this off of what I can find on Wikipedia.
This mod is about 3 days old. It will get better :tongue.gif:
noooooooooooo it doesnt support "Intel(R) 4 Series Express Chipset Family" :sad.gif:
i am using Mobile Intel(R) 4 Series Express Chipset Family.
it has Pixel Shader and Vertex Shader Support but not Geometry Shader support :sad.gif:
Yeah I think this is the error for everyone getting the black screen, I got the same as well.
I think this would be the same as Windows console output, but I'll check in a moment. Yeah it is. I would actually prefer MCP because it doesn't require a txt file, and because it logs the loading of textures.
Did anyone get it to work with linux at all. Maybe it because I have a ATI card in my laptop. Running linux mint 10 64 bit and it crashes when Its tries to download terrain.
Thanks in advance,
Stoutrouge.
i just ran
by now, you can replace “bash install.sh” by “./install.sh”, because it now correctly uses bash by default.
Hi,
Its good to know it works for some with linux. It might not be working for me because of this ATI problem.
Thanks!,
Stoutrouge
Looks promising. I'll give this a try.
Edit: I'm compiling my shaders with this and not seeing any errors (selecting GLSL as the source type, with vertex/fragment shader as the target). What exactly are you getting?
xD
Stupidity on the rise with a 40% chance of shitstorms.
It looks very pretty, but it also removes the sun, moon, and stars out of the sky. Fix?
Double-posting because I sort of figured out where it went:
You can only see it when a cloud is obscuring it, like a portal or something. Any idea how to fix?
Edit: Also, I'm not entirely sure if it's related to this mod, but the line on the fishing rod is now invisible.