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Hell Entertainment
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PostPosted: Sat Mar 06, 2010 9:14 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

@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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PostPosted: Sun Mar 07, 2010 1:46 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

@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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PostPosted: Sun Mar 07, 2010 1:55 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Hard to understand, what you asking Smile

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PostPosted: Sun Mar 07, 2010 2:40 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

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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PostPosted: Sun Mar 07, 2010 4:35 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

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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PostPosted: Sun Mar 07, 2010 10:17 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Good explanation Smile

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PostPosted: Sun Mar 07, 2010 11:01 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Thanks!
That's what I want to know and hear Smile


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fabio81
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PostPosted: Mon Mar 08, 2010 2:45 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

betauser wrote:
[...]
Quote:

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.

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.


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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PostPosted: Mon Mar 08, 2010 4:29 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Quote:
DXT5 for normal maps



Why you use DXT5 ? ! I just use DXT5 for the textures that has alpha map .


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PostPosted: Mon Mar 08, 2010 4:42 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

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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PostPosted: Mon Mar 08, 2010 11:14 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

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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PostPosted: Tue Mar 09, 2010 11:03 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

Quote:

Sorry if I ask but... DXT is not supported anymore in NA???

Supported as early.

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PostPosted: Tue Mar 09, 2010 11:05 am  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

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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PostPosted: Wed Mar 10, 2010 6:09 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

3Dc support is great, I wanted ask this but had no courage Very Happy

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PostPosted: Wed Mar 17, 2010 11:51 pm  Post subject:  (No subject) Reply with quoteBottom of PageBack to top

News about next release:
http://www.neoaxisgroup.com/phpBB2/viewtopic.php?p=28664#28664

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