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Author Topic: [0.7.2a] ShaderLib Beta 1.2.1b (Legacy)  (Read 201728 times)

Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.03)
« Reply #30 on: May 07, 2014, 05:21:09 AM »

Yes.  I'll implement a loader for those so I can insert it into the foreground drawing loop, if sprites are made for that purpose.  I'd be more interested in seeing materials maps, though.
« Last Edit: May 07, 2014, 05:23:40 AM by Dark.Revenant »
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Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.04)
« Reply #31 on: May 08, 2014, 02:33:50 PM »

Updated.

Alpha v1.04 (May 8, 2014)
- Added "brightnessScale" option to settings.json (default 1.0)
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Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.04)
« Reply #32 on: May 11, 2014, 02:32:58 PM »

Added a small integration tutorial on the first post to help modders add lights to their mods.
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Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #33 on: May 11, 2014, 08:19:38 PM »

Update!

Alpha v1.05 (May 11, 2014)
- Fixed most of the issues related to animated weapons causing flickering lights
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FlashFrozen

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #34 on: May 11, 2014, 09:56:48 PM »

An example of Neutrino working with Pretty lights and stuff.



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theSONY

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #35 on: May 12, 2014, 01:54:29 PM »

i got weird effect with Uomoz mod
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-the ABOMINATION - in progress

ValkyriaL

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #36 on: May 12, 2014, 02:07:02 PM »

Space needs more christmas trees...

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Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #37 on: May 12, 2014, 03:24:06 PM »

i got weird effect with Uomoz mod

This isn't a problem on my end.  Clearly one of the mods in UsS is doing some improper opengl.  I'll ask Uomoz.
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Nanao-kun

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #38 on: May 12, 2014, 03:29:15 PM »

I'm using Uomoz's new version as well, but I'm not getting any problems.

Space needs more christmas trees...

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But there's no star on top! >:(
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Debido

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #39 on: May 12, 2014, 03:31:22 PM »

i got weird effect with Uomoz mod
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Dark.Revenant

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #40 on: May 12, 2014, 05:55:20 PM »

Come to think of it, theSONY, what is your GPU?  Does this happen with no mods other than shader lib installed?
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Sundog

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #41 on: May 12, 2014, 07:21:36 PM »

Seems like the compatibility option requires a compiled ModPlugin to work without ShaderLib. I may be wrong, but I can't think of a way to get janino to compile it. Might be worth making a note of in the 'how to use - for modders' section.

The lighting shader looks great btw  :)

Cycerin

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #42 on: May 13, 2014, 05:06:05 AM »

i got weird effect with Uomoz mod
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Goddamn it, I hate the fact I laughed at this
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xenoargh

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #43 on: May 16, 2014, 11:57:53 AM »

Hey, just tried to set up early implementation stuff to get it ported in; finally have a bit of time free today.

SRC appears to be incomplete; it's missing renderOrder and other things and I can't rebuild the jar.  Is there stuff that's black-box in the jar or did I just do it wrong?  I'd kind of prefer to have all the bits and parts, given what I'd like to do with this :)

Also, can it please read from shaderLib_settings instead of the very-generic "settings"?  That's just asking for trouble down the road with somebody else's utility.
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xenoargh

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Re: [Graphics] Dynamic Lights for Starsector! (ShaderLib Alpha v1.05)
« Reply #44 on: May 16, 2014, 12:29:57 PM »

Second try.  

Shaders.java is in /jars, mod_info:

Code
"jars":[
"jars/LazyLib.jar",
"jars/Vacuum.jar",
"jars/Shaders.jar"
],

CSV named vacLights is in data/lights.

In ModPlugin:

Code: java
    @Override
    public void onApplicationLoad() throws Exception
    {
        ShaderLib.init();
        LightData.readLightDataCSV("data/lights/vacLights.csv");
    }

It compiles OK, but it doesn't do anything.  

The lighting data works when ShaderLib is separate from the mod (i.e., if I just modify core_light_data), but if I integrate it, nothing; it's like it gets called via init, but nothing ever executes.  It does crash if it's missing, though, lol.
« Last Edit: May 16, 2014, 12:39:21 PM by xenoargh »
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