Poll

What framerate do you get on average?

>= 30
343 (85.1%)
>= 10 and < 30
23 (5.7%)
< 10
6 (1.5%)
no idea, it doesn't work
31 (7.7%)

Total Members Voted: 403

Author Topic: cRPG Items/Armor Viewer (cRPG fashion, now with heraldics)  (Read 63294 times)

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Offline Tanken

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Re: To those who can see this:
« Reply #60 on: November 04, 2013, 08:03:29 pm »
+1
Mmmmmm, those abs. Unnnf.
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Offline zagibu

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Re: To those who can see this:
« Reply #61 on: November 04, 2013, 08:06:42 pm »
+5
Amazing, fps pretty stable only dropping below 40ish if i change a lot very fast.
A little detail, why do some armours (transitionals and corrazinas) have a darker band around the waist?
Also the sugarloaf helmet has some weird shape on the sides of the head:

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I don't have these problems. Might be a limitation of your GPU or drivers. What video card do you have? Latest version of drivers?
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Offline Moncho

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Re: To those who can see this:
« Reply #62 on: November 04, 2013, 08:17:06 pm »
+1
I don't have these problems. Might be a limitation of your GPU or drivers. What video card do you have? Latest version of drivers?
I am on an old laptop atm (Intel HD 3000), so its probably that. Drivers are up to date. No biggie.

Offline cmp

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Re: To those who can see this:
« Reply #63 on: November 04, 2013, 08:19:57 pm »
+1
Yeah, i'm doing this. It seems the implementation in three.js is quirky. It only renders certain faces behind the transparency, and for the rest, there is a hole. I suppose it has to do with face ordering. It probably doesn't work when it's drawing the faces with transparent fragments last. I'll try to dig in the source, but this might be too hard for me.

That doesn't sound like alpha test at all. Do you set it with the alphaTest property in the material?

cmp, my 3d knowledge is a bit rusty, but am I right that face ordering shouldn't really matter? I mean, you get all the fragments in the shader and usually, you would dismiss those with a higher z value, but if there is transparency on, you dismiss this one instead and take the one behind it, right?

It does matter. The graphics card doesn't keep a list of fragments "behind the current one", it just keeps a single color and depth value. You can get different results by changing blend mode, enabling or disabling depth writes and depth test, but if you want to get fully working transparency you need to render stuff back to front.

Offline zagibu

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Re: To those who can see this:
« Reply #64 on: November 04, 2013, 08:30:03 pm »
+5
Damn. That means the faces in the mesh with transparent fragments on them must be rendered last or first?

And you can see how the alpha transparency looks here: http://node23.net/zagibu/cRPGViewer/transp.jpg
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Offline cmp

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Re: To those who can see this:
« Reply #65 on: November 04, 2013, 09:02:23 pm »
+1
Can I see the Kuyak .js file?

Offline Tore

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Re: To those who can see this:
« Reply #66 on: November 04, 2013, 09:06:06 pm »
+1
Awesome :D

60 fps stable

Offline Razzer

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Re: To those who can see this:
« Reply #67 on: November 04, 2013, 09:06:53 pm »
+1
Great stuff, was always hoping for smthg like this!

Offline zagibu

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Re: To those who can see this:
« Reply #68 on: November 05, 2013, 01:24:32 am »
+6
I've uploaded Narf's Rus Armors, but there are some problems, see the known bugs at the bottom.

cmp, you can check the kuyak js file out here: http://node23.net/zagibu/cRPGViewer/objects
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Offline cmp

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Re: To those who can see this:
« Reply #69 on: November 05, 2013, 02:31:46 am »
+1
Can't get it to work either. Maybe it doesn't handle PNG transparency well?

Offline zagibu

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Re: To those who can see this:
« Reply #70 on: November 05, 2013, 02:46:46 am »
+4
It works well in their buffalo demo. I think in the buffalo mesh, the faces with transparency probably come last or first or something.
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Offline cmp

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Re: To those who can see this:
« Reply #71 on: November 05, 2013, 10:36:19 am »
+1
If you check the kuyak materials in the BRF you'll see that they use alpha testing, not alpha blending, and face order has no effect whatsoever on the first. That's what I tried to enable with no success, which tells me that either the PNG transparency is not interpreted as alpha channel or the alphaTest material value is not being used by three.js (according to the documentation it is).

Offline Molly

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Re: To those who can see this:
« Reply #72 on: November 05, 2013, 10:49:29 am »
+1
Very, very nice indeed - here is hope that it will end up on the crpg-site one day :)

Which makes me wonder if M:BG will handle equipment in-game or in a browser too... hmm...
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Offline Nessaj

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Re: To those who can see this:
« Reply #73 on: November 05, 2013, 10:54:55 am »
+5
Which makes me wonder if M:BG will handle equipment in-game or in a browser too... hmm...

Having the option of at the very least looking at your character outside the game is a major plus. To be able to customize outside the game is likewise an even bigger plus. People love to use their phones and otherwise to fiddle with their characters outside playing whatever game, plus share their unique looks etc and what not. It also attracts others to the game since someone might share it to a person who doesn't play it thus making him or her interested in playing it; It gives a much bigger impression than simple character screenshots.
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Offline Molly

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Re: To those who can see this:
« Reply #74 on: November 05, 2013, 11:00:32 am »
+3
Having the option of at the very least looking at your character outside the game is a major plus. To be able to customize outside the game is likewise an even bigger plus. People love to use their phones and otherwise to fiddle with their characters outside playing whatever game, plus share their unique looks etc and what not. It also attracts others to the game since someone might share it to a person who doesn't play it thus making him or her interested in playing it; It gives a much bigger impression than simple character screenshots.
I completely agree... the option would be very nice indeed. And Zagibu's work looks already really nice... Make him a contractor, pay the dude and implement this :D
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