Author Topic: Animation  (Read 2360 times)

Patrice Terrier

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Animation
« on: July 19, 2019, 04:28:18 pm »
I have found some bad interactions between animation and 3d meshes.

With canyon.fs and carribean.fs

I shall complete the Sketchfab model and send it to you once done, for test purpose.

Here is the link to the original
https://sketchfab.com/3d-models/daz-3d-model-15-v-g8f-b5ac04334dc94ae7af0cb5612921ef6d

Added:
After i reworked the original texture set, now it works with all the animations.  :)
« Last Edit: July 19, 2019, 09:44:58 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #1 on: July 19, 2019, 09:46:50 pm »
Yeah, please send me the model to check when ready. I'm constantly working on OR little by little fixing bugs and doing minor optimizations here and there. So it's highly probable the glitch has already been fixed.
Mike
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Patrice Terrier

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Re: Animation
« Reply #2 on: July 20, 2019, 09:17:44 am »
Here is the Sketchfab original, to check with canyon.fs and carribean.fs

As i told you, no more problem with the OR version that i am working on, should be completed soon...
Patrice
(Always working with the latest Windows version available...)

Michael Lobko-Lobanovsky

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Re: Animation
« Reply #3 on: July 20, 2019, 09:41:28 am »
Thanks, I already got the originals from the SketchFab site yesterday.

Yes, I'm still seeing that glitch in my latest OR. But it reveals itself only in the legacy FFP mode. PPL renders the model all right with the FBOs either on or off.

I'll look into what might go wrong with FFP when it meets that particular combination of the model's raw materials/textures. FFP is emulated on modern GPUs with a built-in shader that might conflict with the user shaders resident on the GPU when it toggles between GLSL and immediate modes of operation. We had a similar problem when emulating your "ambient reflection" stuff in the Blinn-Phong (no-bumpmap) pipeline.

While we are at it, I think we should implement that map_d alpha mask approach in OR too. Using separate 24-bpp diffuse and alpha masks is a classic OBJ format mode of operation. I think it won't be too difficult: whenever OR comes across a separate map_d alpha mask, it should add it as an alpha channel into the existing normally opaque 32-bpp diffuse map.
Mike
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Patrice Terrier

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Re: Animation
« Reply #4 on: July 20, 2019, 12:07:51 pm »
Yes, it occures only in FFP mode.

Quote
While we are at it, I think we should implement that map_d alpha mask approach in OR too.
I wrote already a GDImage utility to create directly a single transparent texture with the correct alpha channel (Alphamask.exe).
But that would be also nice to have it in OR.
« Last Edit: July 20, 2019, 12:14:47 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #5 on: July 20, 2019, 01:44:18 pm »
So can you add appropriate code to the OR texture loader?
Mike
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Patrice Terrier

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Re: Animation
« Reply #6 on: July 20, 2019, 02:39:20 pm »
Here is the PowerBASIC code

FUNCTION WinMain (BYVAL hInstance     AS LONG, _
                  BYVAL hPrevInstance AS LONG, _
                  BYVAL lpCmdLine     AS ASCIIZ PTR, _
                  BYVAL iCmdShow      AS LONG) AS LONG

    LOCAL zIn, zMask, zOut AS ASCIIZ * 260

    zIn = LCASE$(command$)
    zMask = PARSE$(zIn, 2)
    zIn = PARSE$(zIn, 1)
    zOut = PATHNAME$(PATH, zIn) + "_" + PATHNAME$(NAMEX, zIn)

    IF RIGHT$(zIn, 4) = ".png" THEN
       IF (ZI_ApplyAlphaMask(zIn, zMask, zOut) = 0) THEN ' Means no error
           MessageBox(0, "Alpha channel changed successfuly!", "Opacity", 0)
       END IF
    END IF

END FUNCTION


Strangely ZI_ApplyAlphaMask seems to be missing from the 64-bit DLL  :o
I must investigate  :-[

Anyway i shall write the code to use with OR, once i am done with "Lucky You"...
« Last Edit: July 20, 2019, 05:48:35 pm by Patrice Terrier »
Patrice
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Patrice Terrier

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Re: Animation
« Reply #7 on: July 20, 2019, 08:11:58 pm »
Here is the OR Lucky_You.
Patrice
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #8 on: July 20, 2019, 10:39:21 pm »
Thank you Patrice,

I'm in the process of downloading it -- at some 80KB per second. ;D


P.S. DL completed 16 minutes after start. ;D
« Last Edit: July 20, 2019, 10:52:38 pm by Michael Lobko-Lobanovsky »
Mike
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #9 on: July 21, 2019, 09:50:12 am »
Hey, I'm seeing the same glitch with the two animated background shaders when this model is rendered in the FFP mode. ???

Re. ZI_ApplyAlphaMask(): any news about the 64-bit GDImage?
Mike
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Patrice Terrier

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Re: Animation
« Reply #10 on: July 21, 2019, 09:52:45 am »
I did check the download speed for "Lucky You" and the result is 4 minutes 28 secondes (in the morning) by me, much slower than when i uploaded the new file.

I did send again a message to my friend Bob about this (you should have a copy of it in your mail box).

Does the download speed is any better in the morning?
Patrice
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Patrice Terrier

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Re: Animation
« Reply #11 on: July 21, 2019, 09:54:47 am »
Quote
Re. ZI_ApplyAlphaMask(): any news about the 64-bit GDImage?

I plan to convert the code to 64-bit asap.  ;)
Patrice
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #12 on: July 21, 2019, 10:05:09 am »
Right now, downloading the Lucky_You model still goes at 80 to 100KBytes per second for me with the DL cache cleaned... :(
Mike
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Patrice Terrier

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Re: Animation
« Reply #13 on: July 21, 2019, 11:07:10 am »
OK, we shall have to wait for Bob's return  :-[

Alpha mask,
i shall add support to TGA DDS and regular GDIPLUS graphic extension into the 64-bit version.
However the size of the two files must match.
« Last Edit: July 21, 2019, 12:23:46 pm by Patrice Terrier »
Patrice
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Michael Lobko-Lobanovsky

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Re: Animation
« Reply #14 on: July 21, 2019, 01:14:22 pm »
Re. Bob: OK

Re. 64-bit support: OK

Re. size: while you're at it, why wouldn't you also add alpha mask GDI+ AA resizing to fit the diffuse texture size if necessary?
Mike
(3.6GHz Intel Core i5 Quad w/ 16GB RAM, nVidia GTX 1060Ti w/ 6GB VRAM, Windows 7 Ultimate Sp1)