We can maybe use bw for flashbacks and sepia for when you're REALLY injured Sent via BlackBerry from T-Mobile -----Original Message----- From: Alan Wolfe <alan.wolfe@xxxxxxxxx> Date: Tue, 28 Jul 2009 23:54:40 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Project1 - SVN Update 404 hahah funny :P hey btw check out voidmap in greyscale it looks kinda neat! On Tue, Jul 28, 2009 at 11:52 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Alan, you didn't upload anything, every time I try to update it says file > not found. :( > > > On Wed, Jul 29, 2009 at 1:44 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> oh and hey, if anyone feels like providing performance feedback for these >> shaders (ie is sepia really slow or something) i'd love to get feedback >> about that too (: >> >> thanks, night night everyone >> >> >> On Tue, Jul 28, 2009 at 11:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> PS DIBS on uber nerdy changleist number 404 - file not found :P >>> >>> >>> On Tue, Jul 28, 2009 at 11:42 PM, Apache User < >>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>> >>>> User:atrix256 >>>> >>>> Message: Shader Fun! >>>> >>>> solid colors now work with shaders. >>>> >>>> I only got diffuse color working, and lighting still isn't in or >>>> shadows, all that stuff to come. >>>> >>>> Check out the shaders directory though. There's 4 files in there and >>>> some directories that all have the same 4 files inside of them. >>>> >>>> Drag the files from inside any of those folders into the main shaders >>>> folder to see some neat color effects. >>>> >>>> Regular - regular color >>>> GreyScale - converts to GreyScale >>>> Sepia - yeah... makes it brownscaleish hehe >>>> Weird - swaps and inverts some of the color channels >>>> >>>> for those of you feelin adventurous, you can actually edit the files and >>>> create your own effects too. >>>> >>>> The files that have a P on the end are a "per pixel" shader (ie that >>>> program gets run for every pixel) >>>> The files that have a V on the end are a "per vertex" shader (ie that >>>> program gets run for every corner on each triangle only) >>>> >>>> the "NoTex" shader files are for solid color (non textured) meshes such >>>> as the player, while the other 2 files are for textures meshes such as the >>>> ground you walk on. >>>> >>>> more comming soon :P >>>> >>>> (shaders still only work with experimental exe for now) >>>> >>>> <Files Changed> >>>> U ARRelease-experimental.exe >>>> A Shaders/DefaultNoTexP.txt >>>> A Shaders/DefaultNoTexV.txt >>>> A Shaders/DefaultP.txt >>>> A Shaders/DefaultV.txt >>>> A Shaders/GreyScale/ >>>> A Shaders/GreyScale/DefaultNoTexP.txt >>>> A Shaders/GreyScale/DefaultNoTexV.txt >>>> A Shaders/GreyScale/DefaultP.txt >>>> A Shaders/GreyScale/DefaultV.txt >>>> D Shaders/PDefault.txt >>>> A Shaders/Regular/ >>>> A Shaders/Regular/DefaultNoTexP.txt >>>> A Shaders/Regular/DefaultNoTexV.txt >>>> A Shaders/Regular/DefaultP.txt >>>> A Shaders/Regular/DefaultV.txt >>>> A Shaders/Sepia/ >>>> A Shaders/Sepia/DefaultNoTexP.txt >>>> A Shaders/Sepia/DefaultNoTexV.txt >>>> A Shaders/Sepia/DefaultP.txt >>>> A Shaders/Sepia/DefaultV.txt >>>> D Shaders/VDefault.txt >>>> A Shaders/Weird/ >>>> A Shaders/Weird/DefaultNoTexP.txt >>>> A Shaders/Weird/DefaultNoTexV.txt >>>> A Shaders/Weird/DefaultP.txt >>>> A Shaders/Weird/DefaultV.txt >>>> >>>> >>>> >>> >> >