Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

shadow texture layer

Kensuke Leviathan
Wandering fox
Join date: 11 Dec 2002
Posts: 127
04-11-2006 06:43
Shadow mapping information can still be staticly diven, not everything is dymanic Eep which can help while we wait for computers and the most connection speeds to catch up to the point where dymanic lighting and shadow is possible. Kyrah did correct herself and so should I lightmaps and shadow maps are different things but! shadowmap data isn't restricted to dymanic passes so run out and grab 3d studio, every piece of lighting depth reflection/refraction, shadow, spec, lighting, and diffuse information can be baked out and set aside for later compositing thats allll this is scary isn't it? in SL compositing and some basic layer effects. :O

From: Eep Quirk
Er, why can't OpenGL 2 simply be installed as a 3rd-party app like DirectX is? GLIntercept uses its own OpenGL32.dll so why can't SL?

The problem isn't SL here, it's Windows, an older version of OpenGL is litterally hardwired into windows and any calls from OpenGL 2.0(which SL does use)are passed to the older version anyway. This may change in vista in the time till release, who knows I don't think they will if you have the consumer world(and part of the professional world) by the balls why not squeeze them just a little bit harder to get that extra buck?


From: Eep Quirk
I think that's what's holding SL back. Having to support multiple OSes is a pain in the ass. Mac and Linux users are in the SEVERE minority. Wasting development time on them is just silly. Oh and, last time I checked, DirectX was free...


Keep inmind, all those sim run on linux, multiple OSes are kinda important. From all I can find DirectX is indeed now free this wasn't always the case, debugging it cost a good deal of money because it exposed how the APIs functioned. This doesn't change the fact LL would have to rework every piece of the graphics API, most likely re-write and good porition of the linux server code to work with Microsofts terrible structure, then do it over agian when directX 10 is released. Theres a big enough mac and linux user base to warrent staying with OpenGL then agian you would see prims shoved off and discarded so I'm not surpised.

From: Eep Quirk
It is if you prefer apples. :) I've never understood the whole "apples and oranges" analogy some people insist on rehashing. ANYTHING can be better than ANYTHING else; it's ALL relative (absolute relativity).


It is a really good one I'll admit, I use it an aweful lot and I guess it's true OpenGL is a universal opensourced API set shared by more OS systems then the mouse on occasion, and DirectX is broken propetery and stuck on Windows and the Xbox systems.

From: Eep Quirk
DirectX could handle SL just fine.


Just saying, haven't seen an application that uses it like SL.

From: Eep Quirk
Well, just because GLIntercept intercepts 256x256 shadow textures some users may use doesn't mean they were 256x256 originally (since SL rescales them to common powers of 2 resolutions like 8x8, 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024, etc).

I truly doubt it was 256x128 to start with, I'm quite sure Neph understands the cubic texture model, and 256x256 is what the renderer sees, thats what we're concerned with, it gets coverted before it gets used anyway :P. Btw I like this feature it makes my video card very pleased to deal with cubed textures.

From: Eep Quirk
But if the room is shadowed but the objects aren't, the scene will just look silly and incorrectly lit/shadowed.


This is an art basic called compostion, work with the tools you have to blend the piece, very useful in the 3d world. Most of this comes down to additional mapping slots and how they effect the final texture shadow, light BSP mapping, whatever being stuck with a single slot per face blows, that reminds me additional color layers would be awesome too, dirt masking is way too much fun for it's own good.
_____________________
_________________

":> wark wark"
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-11-2006 08:27
From: Kyrah Abattoir
well a genrralised multiutexturing support sound good, however i dont remember how many "passes" of the graph engin are needed to render multitexturing, i remember in unrealed when you where making a multitexture shader it was informing you clearly "this texture will need 2 passes (or more)".
...
The lightmap idea would have a quite minimal incidence, byt simply alterating the lightness level of the texture

yes eep it is frozen lights, but a domelight shadowing isn"t dependant of the direction of the sun, it is a simulation of the average light reflectd by the sky and the nearby walls, not taking in account any directed lights.
And what happens when someone walks in with a lit attachment on? Oops. Drive through.

From: Kyrah Abattoir
baking such type of lightmaps in sl would be great and make the buildings feel more in volume

as for lightmap being a cheap thing, well here are some games that use them:

quake
quake2
quake3
return to castle wolfenstein
unreal 1&2
unreal tournament serie
You continue to forget (or are just so obviously clueless to) the fact that THOSE GAMES USE PRE-RENDERED LIGHTMAPS! SL ain't pre-rendered. Duh-freakin'-uh.

Note:
From: Kyrah Abattoir
i corrected my posts some time ago, i talk about lightmapping , not shadowmapping
From: Kyrah Abattoir
and even with that domelight look better than the basic sl lightning:
"lighting"

From: Kyrah Abattoir
Seems your terms aren't the only thing that needs correction:
From: someone
Forbidden

You don't have permission to access the page at http://ic1.deviantart.com/fs9/i/2006/059/2/f/WIP_Crystal_hirez_by_KyrahAbattoir.jpg. Please consult our help library if you need any assistance.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-11-2006 08:40
From: Kensuke Leviathan
Shadow mapping information can still be staticly diven, not everything is dymanic Eep which can help while we wait for computers and the most connection speeds to catch up to the point where dymanic lighting and shadow is possible. Kyrah did correct herself and so should I lightmaps and shadow maps are different things but! shadowmap data isn't restricted to dymanic passes so run out and grab 3d studio, every piece of lighting depth reflection/refraction, shadow, spec, lighting, and diffuse information can be baked out and set aside for later compositing thats allll this is scary isn't it? in SL compositing and some basic layer effects. :O
Psst, "baking" still takes time and ain't real-time. Again, look at avatars and how long skin/clothing texture redownloads take due to "baking" (stupid term, incidentally--never liked it).

From: Kensuke Leviathan
Keep inmind, all those sim run on linux, multiple OSes are kinda important.
Um, just because the SERVER can run on Linux doesn't mean the CLIENT has to. Active Worlds does exactly this but its server ALSO runs on Windows. Imagine that! Linux isn't the end-all be-all for running servers, you know!

From: Kensuke Leviathan
From all I can find DirectX is indeed now free this wasn't always the case, debugging it cost a good deal of money because it exposed how the APIs functioned. This doesn't change the fact LL would have to rework every piece of the graphics API, most likely re-write and good porition of the linux server code to work with Microsofts terrible structure, then do it over agian when directX 10 is released.
LL should've designed SL better in the first place, then. <shrug> Rewrite it CORRECTLY this time.

From: Kensuke Leviathan
Theres a big enough mac and linux user base to warrent staying with OpenGL
I doubt it. Macs barely even have like 5% of the computer market. Linux MIGHT have more but it's just servers mostly (i.e. web servers) and not for NORMAL user use ("PCs";). Linux is still far too user-UNfriendly for most people. Macs are just TOO friendly (i.e. a stupid pet trick for brainless artsy fartsy snobs who have money to burn on a closed, propietary system). I'll stick to Windows--thanks.

From: Kensuke Leviathan
then agian you would see prims shoved off and discarded so I'm not surpised.
Never have I said this.

From: Kensuke Leviathan
It is a really good one I'll admit, I use it an aweful lot and I guess it's true OpenGL is a universal opensourced API set shared by more OS systems then the mouse on occasion, and DirectX is broken propetery and stuck on Windows and the Xbox systems.
2 words: Open DirectX. It's already free; what's the problem?

From: Kensuke Leviathan
This is an art basic called compostion, work with the tools you have to blend the piece, very useful in the 3d world. Most of this comes down to additional mapping slots and how they effect the final texture shadow, light BSP mapping, whatever being stuck with a single slot per face blows, that reminds me additional color layers would be awesome too, dirt masking is way too much fun for it's own good.
"Um...yea." (Lumberg, Office Space). Punctuation CAN work if used correctly...please improve yours before continuing to converse with me further. Regardless of your lacking textual communication skills, you too forget the fact that SL is a REAL-TIME-RENDERED environment.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-11-2006 11:25
From: Eep Quirk
Well, why hasn't OpenGL 2 been implemented for Windows yet?
Because the whole point to Direct X was to kill OpenGL, because Microsoft didn't control OpenGL. Expecting Microsoft to pull the stick out and support OpenGL properly is like expecting them to support Wine or Samba or Mono directly.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-11-2006 11:33
From: Eep Quirk
I think that's what's holding SL back. Having to support multiple OSes is a pain in the ass. Mac and Linux users are in the SEVERE minority. Wasting development time on them is just silly.
You are dead to me.
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-11-2006 18:57
From: Argent Stonecutter
Because the whole point to Direct X was to kill OpenGL, because Microsoft didn't control OpenGL. Expecting Microsoft to pull the stick out and support OpenGL properly is like expecting them to support Wine or Samba or Mono directly.
Microsoft's not going to have much of a choice if more and more developers choose OpenGL over Direct3D. The only thing left to do is either give in to OpenGL (and help make it THE API) or make Direct3D completely free like OpenGL is (which I always thought it was but apparently not according to another poster in this thread).

But, again, why can't OpenGL 2 simply be installed like DirectX is? Surely an opengl32.dll 2.0 can be plopped in SL's directory like GLIntercept's is (which, incidentally, uses OpenGL 2.0 for "GLSL and other logging interfaces";).
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-11-2006 19:36
could you avoid hijacking this tread that is here to discuss about usermade lightmapping in sl and not opengl versus direct3D,

create your own thread for that
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-11-2006 20:12
From: Kyrah Abattoir
could you avoid hijacking this tread that is here to discuss about usermade lightmapping in sl and not opengl versus direct3D,

create your own thread for that
Um, no thread hijacking is occuring, Kyrah. Whether you know it or not, the 3D API is related to shadows and every other visual effect you see rendered onscreen. A discussion about OpenGL vs. Direct3D is indeed QUITE relevant and I see no reason to continue the discussion in a new thread. Perhaps you should learn more about involved technologies before posting in the future and having your suggestion ripped apart by the community. Welcome to the real world.
Kensuke Leviathan
Wandering fox
Join date: 11 Dec 2002
Posts: 127
04-11-2006 20:43
Looking at it active layers would be a wonderful addition instead of baking it down, being able to actively place additional texture with various transparencies or alpha masks atop of each other. This is how people do it anyway now, I've got a few pieces of furniture that pull off this effect nicely but it takes 3 extra prims to do it.

But knowing how SL currently is this would most likely end up getting baked out anyway at some point or another. I've only seen a few systems that support active texture placement and that was on nurbs surfaces which aren’t really used in game environments.

My guess is that something like this will happen at some point but it will most likely be in the next version of the SL render engine, the current one really hasn’t change render wise since I started over three years ago. New features keep getting added but none of the fundamental aspects have changed, with the expectation of partials I think, there was a big change on those back in I’d like to say it was 2004. Please correct me on these points if I’m wrong.

On the OpenGL side, I'll try to explain this as best I can, DirectX and OpenGL are hardwired into the Windows Kernel, the upper libraries aren't but the low level communication ones are. So we're stuck with it for now, on various *nix based OS this is done through a module, such as the X11 subsystem. A good number of these are open source and can be changed to accept new code, on Windows and the basic display module for OS X this is not the case, the user has access to nothing, they use what Microsoft provides, or they use nothing at all. Why this is who knows I'd guess they never thought anyone would feel the need to develop their own graphical interface, or perhaps they don't want people to build things that compete against direct3d. Anyway this means that any code implemented at a higher level is converted down into 1.5 function calls. The library being spoken of is just there to help applications use it for the opengl api, it's really just a wrapper and extends opengl somewhat a bit using higher level functions, GLintercept is just something that sits between it all and dumps it to physical files. I hope that makes sense, I had several people explain this to me and I still don't quite get all of it, anyway for further information check out OpenGL.org or go on a Google hunt, those are always fun.
_____________________
_________________

":> wark wark"
Ash Qin
A fox!
Join date: 16 Feb 2005
Posts: 103
04-11-2006 21:10
From: Eep Quirk
Linux is still far too user-UNfriendly for most people. Macs are just TOO friendly (i.e. a stupid pet trick for brainless artsy fartsy snobs who have money to burn on a closed, propietary system). I'll stick to Windows--thanks.


KDE passed the user friendliness and abilities of windows xp ages ago.
Package management availible on linux passed Windows's installation software quirks and abilities ages ago.

If you're going to bash the console abilities on Linux, windows has nothing compared to it unless you install 3rd party software like cygwin or WFU. The default console applications on windows systems are barely usable. Infact Windows Vista is said to have a new CLI comming because it's been lacking a decent one since windows first started.

If you're going to bash the fact that Linux requires you to configure things in the console, please come to 2006. There are plenty of graphical, easy to use GUI systems for setting up things (Yast, Drakconf etc.)

Development tends to be friendlier on Linux, with the exception that Microsoft's latest IDE has a... SPELL CHECKER! So lawyers can make sure they type "sharesource" licenses with propper grammar in comments!

From: Eep Quirk

2 words: Open DirectX. It's already free; what's the problem?

One has a rapidly changing language, that after 2-3 version, the software that uses it is no longer properly hardware accelerated and only supported on one series of operating systems.

The other is slightly slower.
_____________________
Do not meddle in the affairs of kitsune, for you are crunchy and good with ketchup.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-11-2006 22:18
From: Eep Quirk
Um, no thread hijacking is occuring, Kyrah. Whether you know it or not, the 3D API is related to shadows and every other visual effect you see rendered onscreen. A discussion about OpenGL vs. Direct3D is indeed QUITE relevant and I see no reason to continue the discussion in a new thread. Perhaps you should learn more about involved technologies before posting in the future and having your suggestion ripped apart by the community. Welcome to the real world.


this discussion is irrelevant since LL is not gonna drop mac users or linux users, thus opengl is what we have and only what we will have
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
04-12-2006 00:17
From: Kyrah Abattoir
this discussion is irrelevant since LL is not gonna drop mac users or linux users, thus opengl is what we have and only what we will have
Um, at least TRY to reply correctly to quoted text, Kyrah. Nowhere in my quoted text did it mention LL dropping Mac/Linux users. The OpenGL/DirectX discussion relates to SHADOWMAPS mainly.

Stop thinking every little mention of something else BESIDES your beloved shadowmaps is grounds for irrelevant discussion. Learn to think relatively and get a clue.
Stone Taggart
Wolf Vagrant of Trades
Join date: 12 Mar 2006
Posts: 12
HL lighting SUCKED?
04-12-2006 00:46
[Intro] I put this little disclaimer here to warn you that thsi is a rant, and it may not be suitable for elitist standards. By reading ahead, you release me of all responsibility over your lost time. And if this turns out to be a waste of space too, I will gladly give up the L$1 of effort it took for the servers to keep this post here.
You have been warned [/Intro]


I seem to remember reading (just now, as i went from start to finish of this topic) that Eep, a while back, said that Half-Life, original Half-Life, was a bad example for light maps because its lighting overall sucked.

But let me point something out, and I swear it just MIGHT blow your mind and put a lot more in perspective so you better brace yourself.

You ready?

Are you sure?

Okay.

SECONDLIFE'S LIGHTING SUCKS MOOOOOOOOOOOOOOOOOOOOORE!!!!!!!

FORGET trying to strive for oblivion, doom3, or even HL2-level lighting when we can't even do the kind of crap that's been done everywhere else since TEN YEARS AGO! One step at a TIME, people!! Even if something SUCKED, if it sucked LESS than SL, emulating that facet of it is still an improvement, and if we can do it easily, we'd better damned well do it quickly!

And it BETTER be easy--ten years for chrissakes--Here's another heaping spoonful of perspective for you. Thrice that ammount of time ago, my Texas Instruments TI-86 Graphing Calculator would've made the computer labs at NASA #@%! themselves with its AWESOME CALCULATING POWER. Remember the univac? Took up an entire room? cost thusands and thousands of dollars? weighed in at TONS and consumed Las Vegas' breakfast worth of power? Well today, we sell its equivalent in drugstores and checkout queues at supermarkets for 3 about bucks a pop, they weigh scarcely over an ounce, and don't even need freakin' BATTERIES (solar).

Is SL Slow because we're supposed to believe that its lofty rendering functions are 'higher quality' or some bull#@%&? Well I don't SEE -That- -Much- quality here, NOT EVEN AS A SLIDESHOW!

No, I don't think lightmaps can possibly be processing-heavy unless we MAKE them that way. If we just went for the throat on this, to get that and JUST that, no bells and whistles of anything else to muddy the water and screw it up trying to make it more than we want ti to be, i'll run just FINE and not cost a ball of lint. maybe all that was required was a little change of outlook. Go for as much simplicity and trueness to form as you can.
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-12-2006 03:12
From: Eep Quirk
Um, at least TRY to reply correctly to quoted text, Kyrah. Nowhere in my quoted text did it mention LL dropping Mac/Linux users. The OpenGL/DirectX discussion relates to SHADOWMAPS mainly.

Stop thinking every little mention of something else BESIDES your beloved shadowmaps is grounds for irrelevant discussion. Learn to think relatively and get a clue.


let me remind you we aren't in the "general" section we are in the "feature suggestions" section, where peoples propose features and discuss it, not where they derivate from one topic to another.

btw we talk about LIGHTMAPS not shadowmaps

i smell a troll nearby and it's not me
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
04-12-2006 13:45
From: Eep Quirk
Microsoft's not going to have much of a choice if more and more developers choose OpenGL over Direct3D.
If this were 1998 I think we could have a really great discussion about that, but then Microsoft broke OpenGL for multiple video cards, so people writing flight simulators and the like were forced to go with DirectX.
Ash Qin
A fox!
Join date: 16 Feb 2005
Posts: 103
04-13-2006 00:37
From: Stone Taggart
SECONDLIFE'S LIGHTING SUCKS MOOOOOOOOOOOOOOOOOOOOORE!!!!!!!

FORGET trying to strive for oblivion, doom3, or even HL2-level lighting when we can't even do the kind of crap that's been done everywhere else since TEN YEARS AGO!


But everywhere else used the assistance of prerendering, however, you can jump back to 1998 and use the techniques people used todo certain 'prerendering' features when the engine didn't support that actual prerendering natively, and build the features yourself in SL, which is possible right now (you can't use modern prerendering techniques,[built into the game engine] on SL, it's a dynamic enviroment, comparing it to a doom map where nothing changes is pointless).

It's also valuable to note, that while people may not specify where shadows/light sources are etc. in some modern map editors for games, the map editors do have features (usually a default setting) to generate the map with lighting information etc. If you've ever worked in such map editors, you'll notice it takes forever for them to save because of this (a few minutes on a athlon64 system I'v expirenced). And you're telling me that SL should do this perfectly in real time?

If you want to compare SL to HL2, go ahead, HL2's engine can't handle open spaces well at all (so you have to make maps in boxes), it can't handle the amount of static items that are in Sims on SL as static object. It can do pretty drop shadows though, although it'll probably be at 1fps on a modern system. Many games have the same limitations HL2 do and nevermind the fact that probably cannot handle dynamic objects etc.

From: Stone Taggart

One step at a TIME, people!! Even if something SUCKED, if it sucked LESS than SL, emulating that facet of it is still an improvement, and if we can do it easily, we'd better damned well do it quickly!


It wasn't even possible todo real time lighting effects on objects several years ago without the need of a farm of powerful computers, and even then, it probably had a low FPS.

From: Stone Taggart

And it BETTER be easy--ten years for chrissakes--Here's another heaping spoonful of perspective for you. Thrice that ammount of time ago, my Texas Instruments TI-86 Graphing Calculator would've made the computer labs at NASA #@%! themselves with its AWESOME CALCULATING POWER.


No it wouldn't. You do know they still use 70,80,90s technology there, because it's reliable and never had issues, right? NASA don't really care about computing power as much as tested reliability, which takes years.

From: Stone Taggart

Is SL Slow because we're supposed to believe that its lofty rendering functions are 'higher quality' or some bull#@%&? Well I don't SEE -That- -Much- quality here, NOT EVEN AS A SLIDESHOW!


No, SL is slow because the hardware is slow at doing real time work without any prerendering help.

From: Stone Taggart

No, I don't think lightmaps can possibly be processing-heavy unless we MAKE them that way.


I suggest you submit new specifications to hardware manufactoers and software developers on exactly how one can do this.
_____________________
Do not meddle in the affairs of kitsune, for you are crunchy and good with ketchup.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
04-13-2006 10:05
One question? Why do we even NEED the most high-tech lighting systems available? I'm perfectly happy using different shades of grey in the colour option to make shadow effects in a room. Being able to add shadow maps as extra layers to apply a more precise shading to a surface (note not lighting, shading, the shadow map causes some pixels to darken and others to not do so). That would be more than enough detail for me.

While I'm all for graphical improvements, I think the main thing for SL is simplicity and speed, for the world to be as interactive as possible (which is the key to SL) then it needs to run at a good speed without requiring the latest hardware to run.

You can have your pretty graphics in Doom 3 (though you won't ever be able to see them because it's so dark), the gameplay in 99% of the new 'next-gen graphics' games is terrible. I'm much happier playing Duke Nukem 3D for its gameplay, or SL without any lighting than I am playing Doom 3, Half Life 2 or whatever the latest thing is (new Tomb Raider)?

So I'd much rather that local lighting be stripped out entirely and be replaced with something like this suggestion (shadow maps), as I suspect the majority of users play with it swithed off anyway.

As a last note; whoever suggested that LL should dump support for Linux/Mac OS, kindly never speak again :)
Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
04-13-2006 11:40
lightmaps have nothing close of "cutting edge" it's a simple trick used by even the most basic 3D game that proved to greatly enhance the look and feel of a 3D environement at little cost
_____________________

tired of XStreetSL? try those!
apez http://tinyurl.com/yfm9d5b
metalife http://tinyurl.com/yzm3yvw
metaverse exchange http://tinyurl.com/yzh7j4a
slapt http://tinyurl.com/yfqah9u
1 2