"If the lessons of history teach us anything it is that nobody learns the lessons that history teaches us."
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Query FailedHumus
Friday, December 5, 2003

It only runs on Radeon 9500+ for now. It needs floating point render targets, which nVidia can't support in its current state in the DX API.

davepermen
Friday, December 5, 2003

i forgot...

my congratulation!! you created a great resource, loved and used and watched by a lot of people. in the name of all, thanks for the work you share with us.

and the night i put your nice eletricity-line-fp-shader as a screensaver while winamp was running... it got one of the nicest ever... well, thats another story.. anyways

thanks for all! keep on the great work!

davepermen
Friday, December 5, 2003

and i am one of them.. count me in!

Evanescence
Friday, December 5, 2003

hi

Have some problem with it. It crash allready by the start on FX 5900 Ultra 53.03





Humus
Monday, December 1, 2003

Yeah, I have noticed that behavior before, and I have no idea really why it occurs. Very strange.

Basic
Sunday, November 30, 2003

Yes there would be some range fixing, but it would save a lot of texture sampling. And remember that you can wait with the range convertion untill after the filtering, you don't need to do it for each texture sample.

Cool about a gometry version.

I just played around with the interactive version. So simple, but oh so fun to splash in the water. But I noticed a strange error.
Normally, everything looks just fine. But with some very small waves, the reflections can be WAY off. Turn off the auto drips, and let the water calm down. Then click one or two times in the far away corner. The waves flow towards you and look just fine, slowly reducing the amplitude. But as the waves reach the closer side of the "pond", and are pretty much invisible, the normal suddenly seems to vary wildely (judging by the reflection).

It's easily repeatable, as long as there's not a lot of movement in the water.

Para
Saturday, November 29, 2003

This keeps crashing on my Radeon 9600 Pro, using Catalyst 3.9. Everything works fine until the first ripple appears, then VPU recovery kicks in :P

Humus
Saturday, November 29, 2003

With some tweaking I think I could get it to work on 16bit integers, but I'm not sure. Would get more complicated shaders though as I would have to pack and unpack it from the [0..1] range.

When GL_ARB_super_buffers arrives I'm planning to do a real geometry version of it.

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