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DDS for bump mapping in DeleD?

 
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enablerbr
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Joined: 14 Feb 2005
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Location: United Kingdom

PostPosted: Mon Feb 14, 2005 12:37 am    Post subject: DDS for bump mapping in DeleD? Reply with quote

i was wondering if there was any plans to include the DDS texture format in the future. so that you can use it for bump mapping etc.

BTW nice tool. so far it's been easy to get to grips with. Smile
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Mon Feb 14, 2005 12:49 pm    Post subject: Reply with quote

Hi, welcome to these forums!

There have been requests to support the DDS format in the future before, and we will consider it. However, I kinda fail to understand your remark about bumpmapping Embarassed DeleD won't support bump (normal?) mapping in the near future: adding DDS support won't really change that, will it?
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enablerbr
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PostPosted: Mon Feb 14, 2005 1:57 pm    Post subject: Reply with quote

thanks for the reply. sorry i just assumed the multi-layer texture feature in it would allow for that sort of function.
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Paul-Jan
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PostPosted: Mon Feb 14, 2005 3:29 pm    Post subject: Reply with quote

Nope, from an OpenGL perspective the bumpmapping operation (GL_DOT3_RGB iirc) is slightly different from the multilayer texturing operations supported, because there is no fallback operation for it when the graphics card doesn't support real multitexturing (or, more likely, runs out of texture units). We need to keep DeleD running on the widest range of graphics cards.

Can I ask what you would expect from DeleD DDS texture support? If it simply allowed loading them like any other format (bmp, jpg and soon tga, even png), would that be enough?
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enablerbr
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PostPosted: Mon Feb 14, 2005 5:37 pm    Post subject: Reply with quote

if it could load them up and still export the final result as an .X scene. even though it wouldn't actually display the effects in DeleD. that would be fine. i'm also a bit of a newbie when it comes to this.
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Mr.Bloodworth
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Joined: 08 Apr 2005
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PostPosted: Fri Apr 08, 2005 4:04 am    Post subject: Reply with quote

Paul-Jan wrote:
Nope, from an OpenGL perspective the bumpmapping operation (GL_DOT3_RGB iirc) is slightly different from the multilayer texturing operations supported, because there is no fallback operation for it when the graphics card doesn't support real multitexturing (or, more likely, runs out of texture units). We need to keep DeleD running on the widest range of graphics cards.

Can I ask what you would expect from DeleD DDS texture support? If it simply allowed loading them like any other format (bmp, jpg and soon tga, even png), would that be enough?


Hello!

I came from the ogre site to here looking for something I can use as a way to import items and arrange them in a scene for my programmers.

One of the major things I was looking for was DDS support from any editor I use.I found this thread.

While I have no intentions on using your editor to view in 100% accuracy what im working with. Currently Ogre supports the use of DDS texturing. Sadly your editor does not. This leads to a problem when I have no wish to use the image formats you do support, and I don't wish to have to edit the seine file after the fact to attempt to swap out the .jpg for the DDS.

So, to answer the question you asked. I only wish for the support to be there, this way, when the exported scene is made, all meshes and textures are in one swoop exported for ogre. Even if your editor makes no use of the possibilities of the DDS format, I would very much like to see it added to the list of textures you support.

In the editor itself it would need a representation of the texture (for many reasons) but in no way does it need to take advantage of the compression, bump mapping, or mipmapping of the DDS format.

If you add this support, I will buy your program. Currently in the state its in with only the texture files it supports. Its not quite what I am looking for.

One last thing you may wish to add is a particle emitter placement, even if your editor doesn't show it. All it would need is some for of icon (for placement) and a way to reference the script it will be using at export time.



Mr.B
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Mr.Bloodworth
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PostPosted: Fri Apr 08, 2005 8:06 pm    Post subject: Reply with quote

I Do like your editor and its layout. Very big thumbs up for resisting the urge to use "Programmer logic" in its layout. Laughing Its more intuitive than most I have seen come and go.
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Paul-Jan
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PostPosted: Sat Apr 09, 2005 7:45 am    Post subject: Reply with quote

Thanks for the (detailed) input, I've added DDS support to our todo-list. I'll have to discuss priorities with Jeroen but I am guessing 'pretty soon' Smile

About the particle emittor, that is very specific custom functionality. We current only support things like this through the user "tag" property, so it's up to loaders/exporters to implement this (any way they like). We might at some point implement special 'entity' primitives that are dedicated to custom usage, but that might take a little while.
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