Compilation Issues - Vis Studio 2010 Windows XP

Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 21 Jul 2012, 13:17

Just got the latest of SVN this morning and I'm still getting a few compilation issues in materials.cpp with the floats and one or two other things. I'd just like to clarify which version of the dependencies I'm supposed to be using at the moment as there were a few hosted on the Sourceforge. Looking forward to getting the ball rolling!
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby Auria » 21 Jul 2012, 19:10

Hi,

I just, a few days ago, updated STK to work with the very latest SVN version of irrlicht. I however don't know if Joerg had time to update the dependency package yet, maybe he can clarify that

You could try STK r11407, which is before I upgraded the code for latest irrlicht, and see if it works any better (otherwise monday Joerg can definitely help)
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby hiker » 22 Jul 2012, 14:35

Hi,

sorry, haven't had time to update the dependency package, but did it just now. Could you try the new package?

http://sourceforge.net/projects/supertu ... p/download

And let me know if it works?

Thanks!
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 23 Jul 2012, 21:03

Building like a charm, feel free to recommend me a task and I'll start on it this week.
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby hiker » 24 Jul 2012, 00:36

UraniumSlug {l Wrote}:Building like a charm, feel free to recommend me a task and I'll start on it this week.

Any help would be appreciated - feel free to look at the tickets in trac, or make a suggestion what you want to work on (best meet us on irc, even when working on a ticket, to make sure no one else picks the same ticket up).

Cheers,
Joerg
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 25 Jul 2012, 19:54

I'd prefer to work on something graphics related. I've noticed one or two but would ideally like to get recommendations on any graphics bugs from you guys. I'm on mirc right now and will be on later too.
Last edited by UraniumSlug on 25 Jul 2012, 20:52, edited 2 times in total.
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby ctdabomb » 25 Jul 2012, 20:12

UraniumSlug {l Wrote}:Ideally I'd like to work on something graphics related. I've noticed one or two but would ideally like to get recommendations on any graphics bugs from you guys. I'm on mirc right now and will be on later too.

Auria is usually on in around 2-3 hours I think
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby Auria » 25 Jul 2012, 23:55

UraniumSlug {l Wrote}:I'd prefer to work on something graphics related. I've noticed one or two but would ideally like to get recommendations on any graphics bugs from you guys. I'm on mirc right now and will be on later too.


I just read your post and was about to ping you on IRC when you logged out ;)

graphically, we don't have too many graphic *bugs* that are easy to fix (we do have some Z sorting issues but that would be in irrlicht more than in STK) However we do have a few feature requests. Before going in them, again, really if you see something in the game that you think can be improved definitely feel free to make suggestions!

https://sourceforge.net/apps/trac/super ... ticket/194 - creating a model repository so that models can be re-used between tracks. Difficulty of this one is that it might require checking how to import common models in blender and export them

https://sourceforge.net/apps/trac/super ... ticket/488 - splatting : adding support for lightmaps would be cool. Even cooler, but much harder, would be to be able to automatically generate splatting from a non-splatted mesh so that computers without good shading support have a fallback without requiring the artist to do the terrain twice (once with splatting and once without)

https://sourceforge.net/apps/trac/super ... ticket/680 - the use of billboard text node should be replaced by render to texture, to support our more advanced font rendering class

If you feel more on the math side of graphics, our water shader has the issue that light always comes from the camera and not from the sun position. Same with normal map shader, although it is less noticeable in there

The water shader could also be updated to support partially transparent water, and I guess you could think of dozens of ways to make it produce better-looking water

The splash when falling into water could be better, though I guess not too much time should be spent on that since users are not supposed to fall that often in there ;)

Other improvements on the perhaps larger scale could be more dynamic skies. At this time to animate a sky all we can do is make the sky texture rotate. It may be cool to have billboard clouds rotating around

It might be good too to have a switch to enable specular highlights for metallic surfaces, at this time, even though we don't have too many metallic surfaces, they are quite flat

Other ideas could include that when you drive on grass, pieces of grass fly from under your wheels, etc.

Some people even dared suggest vegetation maps to support adding grass easily, though that's probably a huge project :)

Other ideas?
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 26 Jul 2012, 13:56

I'd love to take a look at the water shader Auria, is there a task for this I can grab? I'd love to take a look at the other issues after too. Should keep me busy for a while between work and other activities!

Feel free to post me any headers are associated with the water, I should be good to get going after.
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby Auria » 26 Jul 2012, 23:41

UraniumSlug {l Wrote}:I'd love to take a look at the water shader Auria, is there a task for this I can grab? I'd love to take a look at the other issues after too. Should keep me busy for a while between work and other activities!

Feel free to post me any headers are associated with the water, I should be good to get going after.


those where I didn't link tickets don't have one so you can just ask us for help if you need it. The C++ side of the shader is in src/graphics/material.cpp, and the shader itself in data/shaders. At this time the shader is a simple combination of 2 moving normal maps, plus some specular highlights

Atm there are 2 versions of the shader, one with fog, one without. It might be worthwhile to merge them...

Don't hesitate to ask if you need more information on any topic
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby hiker » 27 Jul 2012, 03:26

Hi,
Auria {l Wrote}:https://sourceforge.net/apps/trac/supertuxkart/ticket/680 - the use of billboard text node should be replaced by render to texture, to support our more advanced font rendering class


Just as a note: Ticket 263 is actually the original ticket, which includes an example of the look we want to have for the text over karts.

Cheers,
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 27 Jul 2012, 19:49

Auria {l Wrote}:Atm there are 2 versions of the shader, one with fog, one without. It might be worthwhile to merge them...


When is either shader used, or is one only used at the moment?
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 27 Jul 2012, 20:22

I think I'll begin with the Splatting addition first, then work on the water after since it's basically a total redo.
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby Auria » 28 Jul 2012, 01:11

The shader with fog is used when fog is enabled in the track settings, otherwise the other regular shader

And good luck :)
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 30 Jul 2012, 11:36

Do any lightmap textures exist right now?
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby Arthur » 30 Jul 2012, 11:56

Yeah; the only (unless I'm mistaken) track in-game using a lightmap currently is Blackhill Mansion.
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Re: Compilation Issues - Vis Studio 2010 Windows XP

Postby UraniumSlug » 31 Jul 2012, 15:58

Could someone bake the textures for me?
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