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Fast... Texturing In Cops Anyone?


hoknamahn

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Not so long ago on one of irc-channels there was a conversation that Digital Fusion is good that allows to texture objects and that such tool is not present in Halo. I like to argue very much therefore having thought some seconds, I have told that nothing prevents to make the same in Halo too. The ready tool is not present, but there is all necessary for creation of such tool. No sooner said than done. I have accepted a challenge. As I then had no affairs still with HDK, I have decided to use VEX. Such amusing feature has turned out here :D

http://www.cgtalk.ru/~hoknamahn/portfolio/...COP0.9aDemo.avi

Meanwhile it's a WIP and I'm going to rewrite all from zero with HDK (I would like to make an opportunity of use of the textures for ambient, diffuse, specular, bump. But four textures will be rendered very slowly in VEX. Therefore there are only two textures for now - diffuse and bump)

In general I has decided to brag :P

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Thanks guys :)

May I know what's that Shake-like window manager you're using? wink.gif

This "window manager" I has designed specially for my tech demos :)

There is an Environment COP in H8 which is for reflections so maybe you want to check out the code for that?

Yea, I'll check it up when download H8, thanks.

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Very nice COP... I like the demo UI you've got going on as well :)

As for the speed, it looks like you've used the Lighting COP as a base... it's not the fastest COP around, by any means. It's probably slowing your COP down more than it should (unless you've cut away a lot of the extra stuff). If you are just using the s & t deep raster variables for the texture mapping, you could write a dedicated vex COP that applies the texture with a compositing op. Might help with the processing time.

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Very nice COP... I like the demo UI you've got going on as well :)

As for the speed, it looks like you've used the Lighting COP as a base... it's not the fastest COP around, by any means. It's probably slowing your COP down more than it should (unless you've cut away a lot of the extra stuff). If you are just using the s & t deep raster variables for the texture mapping, you could write a dedicated vex COP that applies the texture with a compositing op. Might help with the processing time.

20183[/snapback]

No, the base idea was to create the Texture COP which I've decided to expand to Material COP (with lighting) later. By default lighting is off. The lighting part is SESI's (your code? :) ) Not only lighting part slows down Material COP. The texture filtering slow it down too. So the best way that I see is to rewrite all with HDK and use my own lighting algorithm (because I see it a little differently).

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