[00:46:23] Induane_ changed nick to: Induane
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[00:46:41] <Induane> Sooo Hokinon :D
[00:47:03] <Induane> Have I been annoying enough yet to convince you to bring over fearann?
[00:47:15] <Induane> like the art or something? How much art is there?
[00:47:18] * Induane looks for the site
[00:47:40] <Hokinon> not much art no models just some terain and stuff
[00:52:47] <Induane> ohh :(
[00:52:54] <Induane> looks like alot of client work
[00:52:56] <Induane> and interface
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[06:39:16] <josePhoenix> windows sucks so much as a development environment that I want to kill someone
[06:39:55] <sueastside> josePhoenix: kill me kill me!!!
[06:40:00] <josePhoenix> \o/
[06:40:03] * josePhoenix kills sueastside
[06:40:17] <sueastside> msvc rules!!!! :P
[06:41:02] * sueastside turns off screen
[06:41:15] * josePhoenix kills sueastside mores :|
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[11:50:28] <genjix> hi
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[13:53:02] <Induane> sueastside ! :D
[13:53:22] <Induane> I've got that shader working ok for water doublesided
[13:53:53] <Induane> but the waterfall is still only very visible from one side for some reason - I can see it from the other side, but its super translucent - almost invisibly so.
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[14:44:45] <Induane> genjix !!
[14:44:50] <genjix> Induane !!
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[14:58:04] <Induane> :D
[15:22:53] <sueastside> genjix Induane !! :D
[15:23:09] <genjix> sueastside !! :D
[15:23:26] <Induane> :D :D
[15:23:29] <sueastside> did anyone come in and vote yet?
[15:23:38] <Induane> not that I know of :(
[15:23:48] <genjix> ?
[15:24:27] <sueastside> genjix: "Should sueastside move to Kansas? Join the #Peragro channel and vote!"
[15:25:12] <genjix> difficult, so i will not vote.
[15:25:22] <Induane> :D I told him he could stay with us
[15:25:33] <genjix> whos we?
[15:25:39] <Induane> Was going to throw in more pictures of the wife.. :)
[15:25:49] <Induane> Myself..wife...= we
[15:25:51] <genjix> ah do show please
[15:25:53] <Induane> or = us I guess
[15:26:57] <genjix> Induane, you live in kansas?
[15:27:14] <genjix> why you on in my daytime?
[15:27:22] <Induane> aye
[15:27:24] <genjix> dont you sleep at that time?
[15:27:30] <Induane> ummm
[15:27:34] <Induane> I'm working right now
[15:27:41] <Induane> from 6 am to 4:30 pm
[15:27:48] <Induane> its currently 8:28 am
[15:27:52] <genjix> ah
[15:28:28] <genjix> i usually associate in my head americans being awake when I'm asleep and vice versa :)
[15:28:45] <Induane> silly!
[15:28:46] <Induane> ;)
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[17:24:42] <sueastside> wb Induane
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[19:16:14] <genjix> hi
[19:16:32] <sueastside> hi genjix
[19:20:44] <Induane> did you read what I said about that shader sueastside ?
[19:21:10] <Induane> doublesided seems to work for the large water plane, but not for my waterfall - the back side of it IS visible - but WAY more transparant - nearly invisible
[19:21:14] <sueastside> Induane: yes
[19:21:52] <sueastside> still have to investigate...
[19:22:22] <Induane> I can't seem to figure out why
[19:22:33] <Induane> seems to be fine in the water portion
[19:22:38] <Induane> both have identical settings
[19:23:33] <sueastside> might be on how i use the view direction to change the alpha...
[19:25:20] <Induane> ahhhh - I was going to say it almost looked like one sides alpha was set to 0
[19:43:41] <Induane> cool
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[20:29:06] <sueastside> Induane: yeah i know i am...
[20:31:10] <Induane> sueastside is it difficult to learn to write shaders?
[20:33:36] <sueastside> Induane: not really, you just need to understand what youre working with, what the limitations are and how to work around them, but writing and writing are 2, modifying and combing know techniques is easy, doing something that hasnt been done before is hard :)
[20:35:02] <Induane> hehe
[20:35:03] <Induane> good answer
[20:35:04] <Induane> :D
[20:42:25] <sueastside> Induane: anyways there are 3 things you need to pay attention to in multipass rendering 1) the depth buffer (in cs its zoffset) wether or not to update it(ussually youll only do it in the first pass) 2) mixmode (alpha, srcalphaadd, destalphaadd, copy, multiply) this is how youre shader output is mixed into the framebuffer, understand what they do cause its part of working around limitations :)
[20:46:11] <Induane> :) I almost understand all of that :)
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[20:49:53] <sueastside> 3) unlike regular programming, you cant just access data anywhere, you dont what the previous pass did or what the next will do(well YOU know but the gpu doesnt and theres no way to access them) each pass is complelty independant, and the only thing the share is the framebuffer(which is write only from within a shader) so order of your passes and mixmodes are important..
[20:50:06] <sueastside> ^know
[20:53:03] * Induane logs
[21:03:02] <sueastside> a shader consist out of 2 parts: a vertex shader and fragment shader, the ouput of the vs needs to match the input of fs, its a pipeline afterall...
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[21:05:37] * Induane starts pasting into a text file instead
[21:05:48] <sueastside> the vs can access vertices(only read and transform them, not create!), texcoords and normals, the fs textures and its inputs...
[21:07:15] <sueastside> remember that they are stream processors, so they only know the particular data they are working on (so a vs cant for example check neighbouring vertices of a certain vertex)
[21:08:15] * Induane wishes he was at home to play
[21:09:32] <josePhoenix> sueastside, sounds like you need a very analytical mind to do that :X
[21:10:46] <sueastside> josePhoenix: well shaders are usually rather small, so its easy to observe a change, so you can do play and learn :)
[21:11:18] <josePhoenix> mmhm
[21:11:42] <josePhoenix> so how did you make the spreading "foam" on induane's stream if you don't know about adjacent pixels?
[21:11:58] <josePhoenix> just randomly choosing whether it's white or not?
[21:12:10] <sueastside> but like i said trying to do something new is hard, but tweaking an existing shader to make it look like something you want isnt (add some reflectness, moving UVs, glow) its all easy when you get it...
[21:12:25] <josePhoenix> mmhm
[21:12:38] <josePhoenix> anyone here good with cs+cel+python?
[21:13:46] <josePhoenix> guess not
[21:16:54] <sueastside> its a combination of moving UVs and a normalmap, i calculate UVs going in one direction (uv1) and uvs in the other direction(uv2) with some simple sin/con maths, then in the fs i do 2 tex lookups, normal = lookup(texN, uv1) - lookup(texN, uv2) this creates moving bumps, now with this i do the dot product of the viewdirection, which gives me the highest bumps for my current view raise it to a po
[21:17:09] <sueastside> power to give a highvalue(which is white) and voila
[21:21:07] <Induane> pasting pasting!
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[21:25:16] <sueastside> hi INightmare
[21:25:24] <INightmare> Hello sueastside
[21:26:00] <sueastside> you just missed my enlighting talk about shaders :P
[21:26:32] <INightmare> Oh...
[21:26:56] <INightmare> I could've braged how cool my GeFOrce2MX is
[21:28:44] <Induane> I love how they can't even do the fog you can add to sectors
[21:29:56] <Induane> but yea the conversation was enlightening
[21:30:13] <Induane> I still have some residual glow from it myself
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[21:52:53] <sueastside> Induane: who is they and what fog?
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[21:57:52] <Induane> fog as in teh fog you can add in teh sector settings
[21:57:59] <Induane> they as in the geforce2 mx400 video card
[21:58:03] <Induane> jsut ignores it
[21:58:04] <Induane> :D
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[22:36:54] <sueastside> Induane: welcome back to the darkside...
[22:41:17] <Induane> :D
[22:41:46] <josePhoenix> what's a renderloop?
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[22:42:55] <sueastside> josePhoenix: stfu :P
[22:43:19] <josePhoenix> you're helpful :P
[22:43:27] <josePhoenix> I searched the CS site and can't find an explanation
[22:44:07] <sueastside> a renderloop contains the rendersteps, which are the render passes...
[22:44:14] <josePhoenix> ok
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