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Hell Entertainment
Commercial License


Joined: 06 Jan 2009
Posts: 624
Location: Belgrade

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@liiir1985: It will load from cache if the cache exists in the Cache/ShaderCache folder.
@Godlike: NA exporter now exports in .jpg insted of .dds because of the speed, has nothing to do with supporting formats (and yes NA still supports DXT).
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_________________ Updated GridPathFindSystem
Smarter AI
Arilienta (Our NA Game)
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liiir1985
Commercial License

Joined: 15 Apr 2008
Posts: 209

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@Hell Entertainment
That's not I want to know- -
I want to know, if the shader cache is shader based or material based.
for example, for shaderbaseMaterial, will the shader cache be stored for every single material(which means dynamic created shaderbaseMaterial will not be loaded from cache) or it caches the shader file with different compile setting(so dynamic created shaderBaseMaterial will still loaded from cache)
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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3193

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Hard to understand, what you asking
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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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liiir1985
Commercial License

Joined: 15 Apr 2008
Posts: 209

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I'll try to say it simpler.
Will a dynamic created ShaderBaseMaterial instance be loaded from shader cache?(not created with Resource editor)
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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3193

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so. First to know, shader cache contains compiled gpu programs.
Every material (as example ShaderBaseMaterial) can contain many programs.
Shader cache contains list of programs.
Programs of dynamic created material can be loaded from cache if it already exists. This can be already exists if we have similar .highMaterial. Material can have different textures, but it must have same properties (as example ReceiveShadows flag, Culling flag, enabled specular map). I.e. same structure of material.
I.e. factically you can create .highMaterial's with same structure and just put it in the \Data folder. During creating material, programs will already exists in the shader cache and can be loaded.
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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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Maxwolf
Moderator


Age: 25
Joined: 28 Nov 2007
Posts: 1128
Location: Vancouver, British Columbia

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Good explanation
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_________________ I'm NOT paid or work for NeoAxis. I only help moderate these boards. My opinions are not the opinions of NeoAxis Group LTD.
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liiir1985
Commercial License

Joined: 15 Apr 2008
Posts: 209

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Thanks!
That's what I want to know and hear
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fabio81
Commercial License

Age: 29
Joined: 29 Sep 2009
Posts: 93
Location: Udine

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| betauser wrote:
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Is there a reason for this change (e.g., connected to some optimization) or is it a mistake? I read that DXT is better than Jpg for in-game texture.
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Yes. DXT is better.
We are changed to jpg, because converting to DXT very slow (no user-friendly). As example for 2048x2048 this can get 4 minutes.
New users can be embarrassed.
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Ok, but I prefer spending more time during the export phase (less times) rather than during game loading (more times), so I will manually set a DXT option for my textures.
Btw, which is the best option for quality and speed at load/run time?
I currently use DXT1 for base maps and DXT5 for normal maps.
Is it fine?
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ehsan gamer
Age: 23
Joined: 13 May 2008
Posts: 270

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DXT5 for normal maps
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Why you use DXT5 ? ! I just use DXT5 for the textures that has alpha map .
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Dave
Indie License


Age: 42
Joined: 11 Nov 2008
Posts: 702

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| One reason could be for use in another engine. Many engines use the alpha component to specify the strength of an effect. In the XNA engine that we use at IonGFX, we set the strength of the normal map from 0-255 based upon the RGB intensity of the alpha channel. When I create art assets, I keep in mind that I may be using the asset in more than one engine. By the way, when do we get to specify the normal map intensity in NeoAxis?
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_________________ ~Dave
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SodanKerjuu
Commercial License


Joined: 16 Sep 2008
Posts: 730

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DXT5 for normal maps is usually used with normal map swizzling,
where you swap the red channel of the normal map to it's alpha
channel and then recalculate the z component.
You save texture memory with only little impact on the quality,
since the DXT5 alpha has more info than the red channel,
thus preserving more of the original texture while giving the
benefit of compression.
NeoAxis ShaderBaseMaterial supports this, look in the normal map type.
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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3193

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Sorry if I ask but... DXT is not supported anymore in NA???
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Supported as early.
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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3193

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to Sodan:
In the next NeoAxis version we will add 3Dc support. and fallback converting to argb if no 3Dc support by videocard.
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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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Godlike
Indie License

Joined: 15 Nov 2007
Posts: 1566

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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3193

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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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