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DarkBASIC Professional Discussion / DBP General Questions and Announcements

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Derek Darkly
13
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 7th Nov 2014 01:14
Is it reversed?
I think the blue is supposed to be the more indented parts, and I'm not sure if I'm utilizing green correctly, or if this is way off track altogether!

Ortu
DBPro Master
17
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 8th Nov 2014 05:42
quoted from link below:

"Usually the red channel of a tangent-space normal map stores the X axis (pointing the normals predominantly leftwards or rightwards), the green channel stores the Y axis (pointing the normals predominantly upwards or downwards), and the blue channel stores the Z axis (pointing the normals outwards away from the surface)."

These are more from a modelling perspective but they are some excellent info and discussion on normals and normal maps:

http://oldwiki.polycount.com/NormalMap

http://www.polycount.com/forum/showthread.php?t=81154

Derek Darkly
13
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 16th Nov 2014 23:12 Edited at: 16th Nov 2014 23:24
A quick question about .DDS images...

Does anyone know why loading then saving an image to .DDS format in DBP increases the file size by approx. 8 times?

Is there something different I should be doing than:




EDIT: Nevermind.. I wasn't using compression

OldName$=".???"
NewName$=".dds"
load image OldName$,1,1
save image NewName$,1,1

Derek Darkly
13
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 19th Nov 2014 05:32 Edited at: 19th Nov 2014 17:46
It flies through space
Alone with no face
With only a ghosty effect,
A string of spheres! Your arrowkey steers!
Everyone knows it's... space-worm thingy?


DEMO WITH SOUND FOR THE EXTRA BORED



(EDIT: The mouse steers, not the arrowkeys... forgot I changed it at the last minute)

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Chris Tate
DBPro Master
16
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Joined: 29th Aug 2008
Location: London, England
Posted: 19th Nov 2014 09:14
Quote: "Does anyone know why loading then saving an image to .DDS format in DBP increases the file size by approx. 8 times? "


I think one of the reasons is because it the DDS file has stored all of the MipMap levels.

Derek Darkly
13
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 19th Nov 2014 14:06
Quote: "I think one of the reasons is because it the DDS file has stored all of the MipMap levels."


Ah... is this feature unique to the DDS format, or does DBP do this when saving any type of image? I know very little about Mipmapping!

-How do the texture levels change during play without being obvious? Do they fade into each other or something

-Does DBP automatically create Mipmap levels on every loaded image?

-How is Antialiasing applied?

I know the 'set object' filter can disable mipmapping, but that's usually ugly.

Oh well, of to work...

Green Gandalf
VIP Member
20
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 19th Nov 2014 21:57
Quote: "I think one of the reasons is because it the DDS file has stored all of the MipMap levels."


No it doesn't. DBPro saves DDS images without mipmaps - even though it creates mipmaps when it loads them.

I'm sure DD's original diagnosis was correct:


Quote: "EDIT: Nevermind.. I wasn't using compression"


If you need them you can easily add mipmaps using the DirectX Texture tool, DxTex.exe, that comes with the MS DX9 SDK.



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Derek Darkly
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 21st Nov 2014 03:03
I've added a link to that SDK in the opening post of this thread, along with other useful links including GG's own seamless texture maker (which is made with an incredibly small amount of code.)

Now I don't have to try and mentally keep track of all the free apps out there. Looking at the list so far, one could theoretically create a top-shelf game without ever buying a single product. I'm sure several have already!

Derek Darkly
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Location: Whats Our Vector, Victor?
Posted: 22nd Nov 2014 02:03 Edited at: 22nd Nov 2014 02:03
Has there been any news from STID on the Bullet Physics Wrapper? (The most anticipated plugin creation since the toaster.) I was hoping St. Nick would have it under the tree this year.

Derek Darkly
13
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Joined: 22nd Sep 2011
Location: Whats Our Vector, Victor?
Posted: 2nd Dec 2014 02:57
I'm working on a very basic terrain editor and I wanted to be able to paint my own alpha maps, so today I experimented with sprites and came up with this little 20 Liner.

This is very sprite intensive, however.
If anyone has a more practical way to achieve this then lead the way!

Chris Tate
DBPro Master
16
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Joined: 29th Aug 2008
Location: London, England
Posted: 2nd Dec 2014 21:09 Edited at: 2nd Dec 2014 21:10
Quote: "No it doesn't. DBPro saves DDS images without mipmaps - even though it creates mipmaps when it loads them. "


lol, thanks.

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