Hydrax 0.5

boyamer

17-02-2009 16:36:00

When will be Hydrax 0.5 will be released?

In the wiki is written that it will be released about 15 february!!

Sorry for My English

scratchyrice

18-02-2009 08:50:13

In one of Xavi's previous posts he mentioned that it will be either that week end (past), or next (this weekend). Does this still stand Xavi?

Cheers

Scratchy

al2950

18-02-2009 09:24:22

I get the impression that Xavi is working franticly to get Hydrax 0.5 released ASAP!! So we should probably stop asking him questions so he can concentrate on getting it finished :D . Xavi does seem to update the wiki page on a regular basis so looking at that I would say he will try and release Hydrax 0.5 this weekend

Angus

Sovaka

18-02-2009 22:03:42

When there isn't a development team working on a project.
I would take most release dates on any project as "roughly round about, give or take a week or two"

Not even your major companies release on time :P
Just approach it as, its done when its done :)
Then you'll be pleasantly surprised when it is done.

Xavyiy

18-02-2009 22:24:32

Hi!,
At the moment Hydrax 0.5 is finished(All planed features are finished and know bugs fixed). I've just to update the demo application code and fix some minor bugs in the Editor, and after it release the new version, so I think it will be released this weekend!

Xavi

scratchyrice

19-02-2009 02:51:50

This is awesome news indeed! Cant wait!

Cheers

Scratchy

boyamer

19-02-2009 08:12:37

Hi!,
At the moment Hydrax 0.5 is finished(All planed features are finished and know bugs fixed). I've just to update the demo application code and fix some minor bugs in the Editor, and after it release the new version, so I think it will be released this weekend!

Xavi

Thank you very much Xavi!! :)

nargil

24-02-2009 11:18:00

Can't wait to see it ;)

boyamer

24-02-2009 16:43:17

We still don't have Hydrax 0.5 :(

Klaim

24-02-2009 16:52:42

Please, don't moan. Don't forget that It's a free and hard work.

Xavyiy

24-02-2009 20:25:02

At the moment I'm updating the demo code and testing all(old and new) options. I think I will release it in 3 or 4 days.

Xavi

scratchyrice

24-02-2009 20:26:16

At the moment I'm updating the demo code and testing all(old and new) options. I think I will release it in 3 or 4 days.
Awesome news indeed! Cant wait! Oh and congrats on the hard work!

Cheers

Scratchy

Xavyiy

26-02-2009 14:15:58

I've updated the demo just now, I've to check VC++ and Code::Blocks Hydrax project config files and then compress and release the 0.5 version, hope doing it before the weekend.

Xavi

scratchyrice

26-02-2009 14:43:07

Awesome! Cant wait!

Cheers

Scratchy

FerretallicA

26-02-2009 23:38:26

Hi Xavier, is it safe to assume 0.5 will be targeting Ogre 1.6(.1)?

Xavyiy

27-02-2009 01:28:12

Yes, all Hydrax recent Hydrax versions can be used with Ogre 1.4.x and 1.6.x (It just need some little changes to get it working under 1.4.x, but there's a post with all instructions).

Xavi

Xavyiy

27-02-2009 22:33:10

released ;)

Beauty

28-02-2009 03:11:05

I saw it by your wiki update.

Unfortunately there seems to be a problem with the graphic on my computer.
Look at this screenshot:


By the way - I got a screenshot by pushing print key on keyboard. It created a png file (by your Demo I suppose).
I could view it with my 9 years old ACDsee viewer
But: This file was not viewable by Firefox or Photoshop.
Maybe the file was not right. Maybe this happens to other screenshot files, too?

Beauty

28-02-2009 03:21:38

Here are the warning lines of my logfile.
Maybe this is the reason for the screenshot above.

03:56:23: WARNING: Texture instance 'HydraxReflectionMap' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.

03:56:23: WARNING: Texture instance 'HydraxRefractionMap' ...
03:56:23: WARNING: Texture instance 'HydraxDepthMap' ...
03:56:23: WARNING: Mesh instance 'HydraxMesh' ...
03:56:57: WARNING: Texture instance 'HydraxDepthReflectionMap' ...
03:56:57: WARNING: Texture instance 'CompositorInstanceTexture0' ...
03:58:19: WARNING: Texture instance 'HydraxDepthReflectionMap' ...
03:58:19: WARNING: Texture instance 'CompositorInstanceTexture1' ...
03:58:39: WARNING: Texture instance 'HydraxDepthReflectionMap' ...
03:58:39: WARNING: Texture instance 'CompositorInstanceTexture2' ...
03:58:44: WARNING: Texture instance 'HydraxDepthReflectionMap' ...
03:58:44: WARNING: Texture instance 'CompositorInstanceTexture3' ...

Xavyiy

28-02-2009 09:05:45

The problem is related to CG, seems that the version I've installed have little problems with some graphic cards.
Don't worry about warning messages, it's just that I delete them manually in RttManager.cpp :)

I'll update the demo tonight with the island material in HLSL, it must solves your problem!

Edit -- About the screenshot problem, it's managed by Ogre, I'm using the ExampleApplication class(Like all little Ogre demos that comes with the Ogre SDK), I'm using a version from the CVS, from some weeks before the 1.6 released, so.. maybe it's fixed now!, I've to update my Ogre sources :)

stealth977

28-02-2009 13:17:07

Hydrax::Module::Module::_createGeometry(...) function causes a problem when Hydrax is used in a DLL (ex: Ogitors.DLL)
saying it can not be found....it may be because it is inline and getting lost in the linking process...

NOTE: Ogitor's core systems are now a DLL called Ogitors.dll and it uses an interface to Hydrax so Ogitors uses Hydrax.dll through Ogitors.DLL and this problem prevents Ogitors.DLL compiled in DEBUG mode, release mode is just fine...As a Temporary fix I removed the decleration from module.h....

Ismail TARIM

stealth977

28-02-2009 13:40:11

I use the following code to use Hydrax:

m_Handle = new Hydrax::Hydrax(mSceneMgr, mCamera, mViewport);

// Create our projected grid module
m_Module = new Hydrax::Module::ProjectedGrid(// Hydrax parent pointer
m_Handle,
// Noise module
new Hydrax::Noise::Perlin(/*Generic one*/),
// Base plane
Ogre::Plane(Ogre::Vector3(0,1,0), Ogre::Vector3(0,0,0)),
// Normal mode
Hydrax::MaterialManager::NM_VERTEX,
// Projected grid options
Hydrax::Module::ProjectedGrid::Options(64));

// Set our module
m_Handle->setModule(static_cast<Hydrax::Module::Module*>(m_Module));

// Load all parameters from config file
// Remarks: The config file must be in Hydrax resource group.
// All parameters can be set/updated directly by code(Like previous versions),
// but due to the high number of customizable parameters, Hydrax 0.4 allows save/load config files.
m_Handle->loadCfg(m_ConfigFile);
// Create water
m_Handle->create();


Below is the Config File:

#Hydrax cfg file.

#Hydrax version field
HydraxVersion=0.5.0

#Main options field
<vector3>Position=-500x10x-500
<float>PlanesError=1
#Shader mode: 0=HLSL, 1=CG, 2=GLSL
<int>ShaderMode=1
<float>FullReflectionDistance=1e+011
<float>GlobalTransparency=0
<float>NormalDistortion=0.075
<vector3>WaterColor=0.058209x0.535822x0.679105

#Components field
Components=Sun|Foam|Depth|Smooth|Caustics|Underwater|UnderwaterReflections|UnderwaterGodRays

#Sun parameters
<vector3>SunPosition=-1072.43x11361.6x-25591.2
<float>SunStrength=1.75
<float>SunArea=1136.16
<vector3>SunColor=1x1x1

#Foam parameters
<float>FoamMaxDistance=7.5e+007
<float>FoamScale=0.0075
<float>FoamStart=0
<float>FoamTransparency=1

#Depth parameters
<float>DepthLimit=7.8

#Smooth transitions parameters
<float>SmoothPower=5

#Caustics parameters
<float>CausticsScale=16
<float>CausticsPower=9
<float>CausticsEnd=0.95

#God rays parameters
<vector3>GodRaysExposure=0.76x2.46x2.29
<float>GodRaysIntensity=0.015
<float>GodRaysSpeed=5
<int>GodRaysNumberOfRays=100
<float>GodRaysRaysSize=0.03
<bool>GodRaysIntersections=false

#Rtt quality field(0x0 = Auto)
<size>Rtt_Quality_Reflection=0x0
<size>Rtt_Quality_Refraction=0x0
<size>Rtt_Quality_Depth=0x0
<size>Rtt_Quality_URDepth=0x0
<size>Rtt_Quality_GPUNormalMap=0x0

#Module options
Module=ProjectedGridVertex

<float>PG_ChoopyStrength=1
<bool>PG_ChoppyWaves=true
<int>PG_Complexity=64
<float>PG_Elevation=5
<bool>PG_ForceRecalculateGeometry=false
<bool>PG_Smooth=false
<float>PG_Strength=3

#Noise options
Noise=Perlin

<int>Perlin_Octaves=4
<float>Perlin_Scale=0.185
<float>Perlin_Falloff=0.49
<float>Perlin_Animspeed=1.2
<float>Perlin_Timemulti=1.27
<float>Perlin_GPU_Strength=2
<vector3>Perlin_GPU_LODParameters=0.5x50x150000


And I get Access Violation at getHeight(Vector3) function Hydrax.h Line 429

Any idea?

hatboyzero

28-02-2009 22:32:10

Could you elaborate a little on your fix for _createGeometry() in debug mode? I'm experiencing the same problem on this end...

Xavyiy

28-02-2009 23:22:18

@stealth977
Extrange problem with Hydrax::getHeight(...), are you sure that you've replace the .lib and header files after your little change in Module.h ?, maybe this is the problem...
Hydrax::getHeight(...) does just this:
inline float getHeigth(const Ogre::Vector2 &Position)
{
if (mModule)
{
return mModule->getHeigth(Position);
}

return -1;
}


About the problem with Hydrax::Module::Module::_createGeometry(...): is extrange... are you saying that if you just remove the inline keyword it works as expected? As far as I know, functions that are declared inside the class declaration are inline(I used to write the inline keyword before the funtions just to remark that them are inline).
So... the same code must be generated with:
inline float getHeigth(const Ogre::Vector2 &Position) {...}
that with:
float getHeigth(const Ogre::Vector2 &Position) {...}
Because them are inside the class declaration!
Am I right?

Xavi

Xavyiy

28-02-2009 23:49:45

@Beauty
I've updated the demo switching all shaders to hlsl, now it's a little faster(+3/5 fps on my laptop) and is must work as expected on all graphic cards.

Tomorrow I'll upload the Hydrax-v0.5.rar package with the little new changes in some .material scripts.

Xavi

hatboyzero

01-03-2009 01:18:07

Nevermind my problems with _createGeometry() -- I found that I had an old version of the Hydrax.dll in the path... Sorry about that :?

incognito

01-03-2009 09:44:45

Hello to everyone,

First of all - Hydrax is amazing addon for Ogre, truly great work!

Now, working wih 0.5 release I noticed a minor bug in Hydrax/Modules/ProjectedGrid (notice the capital and lowercase letters 'p'):


#ifndef _Hydrax_Modules_ProjectedGrid_H_
#define _Hydrax_Modules_projectedGrid_H_


which causes 'Class Refefinition' if someone tries to include Hydrax library more than once.

I am also experiencing the same rendering issue as Beauty posted before - graphic card used is ATI Mobility Radeon X1600 (if that might help).

Anyway, thank you Xavyiy for this addon,
Bye, r

Xavyiy

01-03-2009 10:10:49

@incognito
Good catch!
Does the updated precompiled demo(I've upload a updated version some hours ago) work as expected on your computer?

---
I'm going yo try to upload tonight the Hydrax sources package with this minor bug solved and with the little changes in Demo1/media(Switching CG shaders to HLSL, that must solve the ati island material problem).

Xavi

incognito

01-03-2009 10:35:53

Hi!

I had no problems compiling Hydrax 0.5 library and Demo (Visual Studio 2008), everything (except textures rendering problem mentioned before) works excellent!

Again, amazing work,
Bye, r

stealth977

01-03-2009 12:17:55

Well, I owe you an apology since all the problems i mentioned before were because of an older header file on the path, which I fixed and now Hydrax is happily waving on the shores :P

Only problem is that you seem to have made some changes to the render queues and disabling far clip planes and I couldnt figure out the way to fix black horizon problem where caelum and hydrax meet, any idea would be appreciated.

ismail,

dudeabot

01-03-2009 12:52:47

try this viewtopic.php?f=20&t=8458

i dunno if it works for 0.5, maybe someone can confirm

Xavyiy

01-03-2009 13:13:59

Well, I owe you an apology since all the problems i mentioned before were because of an older header file on the path, which I fixed and now Hydrax is happily waving on the shores :P

Only problem is that you seem to have made some changes to the render queues and disabling far clip planes and I couldnt figure out the way to fix black horizon problem where caelum and hydrax meet, any idea would be appreciated.

ismail,


In hydrax 0.5 you can use: RttManager::setDisableReflectionCustomNearCliplPlaneRenderQueues(...) to add the render queues that you want to disable the clip plane in the reflection RTT :)
Just add caelum render queue with: mHydrax->getRttManager()->setDisableReflectionCustomNearCliplPlaneRenderQueues(...); and it must work as expected ;)

Xavi

dudeabot

01-03-2009 14:26:23

hello Xavyiy

i think i found a bug:

its not possible to edit the HydraxDemo.hdx with hydraxEditor!

its gives an error when trying to set the Perlin Noise module

but in the demo it works ok

Xavyiy

01-03-2009 15:09:10

The problem is in HydraxDemo.hdr :
Module=ProjectedGrid should be: Module=ProjectedGridVertex :)

Tonight(in 6-8 hours) I'm going to upload the new packages with these minor bugs solved.

Xavi

Xavyiy

01-03-2009 20:14:39

Hydrax-v0.5.rar and Hydrax-v0.5_Demo1.rar packages have been updated with minor fixes. Now the island material should work as expected on all ATI cards(Materials switching from CG to HLSL), can beauty or incognito check the new precompiled demo?

Xavi

nargil

01-03-2009 21:11:51

For me there is a performance drop.

First release (CG):
- 59 fps @ 1280x800, 16 AF, 8x AA (4xSS, 2xMS)
- 85 @ 1280x800, 0 AF, 0x AA

Second one (HLSL):
- 56 fps @ 1280x800, 16 AF, 8x AA (4xSS, 2xMS)
- 82 @ 1280x800, 0 AF, 0x AA

Xavyiy

01-03-2009 21:26:23

Mmm, the material is the same, just one is using CG and the other one HLSL, but the fact is that the problem for Hydrax isn't the Graphic card, is the CPU.. some operations(like real-time noise, choppy waves displacement, etc) are CPU-heavy. But anyway, the material is the same. If it doesn't solve the ATI problem, maybe the best option is switching another time to CG, but I think that now it works on ati cards!
Anyway I've to update my CG version!(It's one of the firsts CG 2 releases..), I'm pretty sure that with newer CG versions the ati problem must be fixed.

Xavi

incognito

01-03-2009 21:28:20

Hi Xavyiy,

I am afraid that the new Demo does not solve the problem:

[attachment=0]screenshot_1.jpg[/attachment]

Is there any information that would be helpful?

Bye, r

Xavyiy

01-03-2009 21:32:55

Mmm.. extrange!, I remember that when I release the 0.4 version, some people have the same issue as yours and just switching to HSLS the problem disappears...
Just to know, does the old 0.4 demo application: http://modclub.rigsofrods.com/xavi/Hydr ... _Demo1.rar work as expected?

Xavi

nargil

01-03-2009 21:39:13

Maybe it's a hardware disfunction, like overclocking artifacts ? Try downlocking your gpu.

incognito

01-03-2009 21:50:43

@Xavyiy
Sorry for causing trouble. I also hoped that new release would solve the problem. I downloaded Hydrax 0.4 and the problem remains.

[attachment=0]screenshot_0.4.jpg[/attachment]

@nargil
I haven't overclocked any component of my laptop (or are you maybe trying to tell me something I don't undestand?). Graphic card is ATI Mobility Radeon X1600, OS is Out-of-the-box Vista, without and hardware "modifications".

Anyway, let's wait and see for Beauty to report.

Bye, r

incognito

01-03-2009 21:59:12

Hum, after some Google-ing I believe that problem lies with my Graphic Card (http://www.ogre3d.org/forums/viewtopic.php?f=2&t=48029&start=0).

Beauty

01-03-2009 22:39:32


Just to know, does the old 0.4 demo application: http://modclub.rigsofrods.com/xavi/Hydr ... _Demo1.rar work as expected?
Xavi

Here is a screenshot of 0.4 demo.
My graphic card is ATI Radeon X1950 pro

Xavyiy

01-03-2009 22:42:05

And the new 0.5 demo(I've updated it!)? (but must be the same...:S )

Beauty

01-03-2009 22:47:15

It's the same result with funny lights ...

... and is must work as expected on all graphic cards.
Hm, I have a graphic card with 1MB. I would be surprised if it on this, too :lol:

Xavyiy

01-03-2009 23:04:34

Arrrgggh ! I think I know what the problem is!... It's about tangent information in the vertex program.
I think that TANGENT data is empty in Default terrain scene manager, and maybe ati cards have a problem when the tangents aren't generated and them are used in shaders...
Can beauty or incognito try to edit: media/materials/programs/Island.hlsl and edit to this:

...
uniform float4x4 uWorldViewProj,
uniform float uTexturesScale)
{
iTangent = (0,0,1); ////// ADD THIS LINE!!!
oPosition = mul(uWorldViewProj, iPosition);
oUv = iUv*uTexturesScale;
...


Maybe...

Xavi

dudeabot

01-03-2009 23:25:26

i also have funky materials, but as i understanded its justa problem for the TSM (?!)

i have a problem with caelum and hydrax:



iit flickers, and already disabled the rendering overlay:

enum RenderQueueGroupID
{
/// Use this queue for objects which must be rendered first e.g. backgrounds
RENDER_QUEUE_BACKGROUND = 0,
/// First queue (after backgrounds), used for skyboxes if rendered first
RENDER_QUEUE_SKIES_EARLY = 5,
RENDER_QUEUE_SKIES_CAELUM_DOME = 7,
RENDER_QUEUE_1 = 10,
RENDER_QUEUE_2 = 20,
RENDER_QUEUE_WORLD_GEOMETRY_1 = 25,
RENDER_QUEUE_3 = 30,
RENDER_QUEUE_4 = 40,
/// The default render queue
RENDER_QUEUE_MAIN = 50,
RENDER_QUEUE_6 = 60,
RENDER_QUEUE_7 = 70,
RENDER_QUEUE_WORLD_GEOMETRY_2 = 75,
RENDER_QUEUE_8 = 80,
RENDER_QUEUE_9 = 90,
/// Penultimate queue(before overlays), used for skyboxes if rendered last
RENDER_QUEUE_SKIES_LATE = 95,
/// Use this queue for objects which must be rendered last e.g. overlays
RENDER_QUEUE_OVERLAY = 100,
/// Final possible render queue, don't exceed this
RENDER_QUEUE_MAX = 105
};


and then:

mHydrax = new Hydrax::Hydrax(mSceneMgr, mCamera, win->getViewport(0));

std::vector<Ogre::RenderQueueGroupID> disableCaelumQUEUE;
disableCaelumQUEUE.push_back(Ogre::RenderQueueGroupID::RENDER_QUEUE_SKIES_CAELUM_DOME);
mHydrax->getRttManager()->setDisableReflectionCustomNearCliplPlaneRenderQueues(disableCaelumQUEUE);


PS: im not sure if its the correct change, or the only one :D

incognito

02-03-2009 08:49:11

Xavyiy thank you very much, you got it!

With appending line in Island.hlsl (Hydrax 0.5) or Island.cg (Hydrax 0.4):
iTangent = (0,0,1);

demos (0.4 & 0.5) are working perfectly for me (Ati Mobility Radeon X1600).

[attachment=0]screenshot_0.5-tangent.jpg[/attachment]

Now only Beatuy has to confirm it too.

Greetz, r

nargil

02-03-2009 09:07:39

incognito: could you check the CG shader, and compare the framerates ?

incognito

02-03-2009 17:42:44

Hi,

Well I tested first release of 0.5 and second one, here are the FPSs (default demo settings):

First 0.5 (CG), FPS Avg. is 66
Second 0.5 (HLSL), FLS Avg. is 64

Bye, r

Beauty

02-03-2009 20:39:20

Arrrgggh ! I think I know what the problem is!...
iTangent = (0,0,1); ////// ADD THIS LINE!!!


Now the problem is gone. Don't be angry - you found out the problem quickly. (It would be really terrible if you woudn't find out the reason for such errors)

I got about 50 fps (mostly a few frames more) on my Radeon X1950pro.
But I don't know if this is CG or HLSL. (I even don't know what this is)


By the way - what's about the Palm.mesh, materials and textures?
Is it allowed to use it on other projects, too?

dudeabot

02-03-2009 22:56:27

in what situations should we add that depth technique applied on the island mesh? all objects that will have contact with water?

Beauty

02-03-2009 23:03:23

The island is no loaded mesh. It's a height map processed by a scene manager (in this case the Terrain Scene Manager I suppose).
Just as a note :wink:

Xavyiy

04-03-2009 23:23:00

@dudeabot
You must add the hydrax depth techinque to all objects in the scene that aren't Ogre::Entity(Like terrain scene manager rendereables, particles, etc..)

@Beauty and incognito:

Just a test: http://modclub.rigsofrods.com/xavi/IslandTest.rar does the island material work as expected?

Xavi

shams

05-03-2009 16:49:28


With appending line in Island.hlsl (Hydrax 0.5) or Island.cg (Hydrax 0.4):
iTangent = (0,0,1);
demos (0.4 & 0.5) are working perfectly for me (Ati Mobility Radeon X1600).


Ok,that's a greaaaat news, because I've got this card too. But I'm under mac os x.... And that's why I have to use Cg because HLSL is only for DirectX, right? So, in hydrax config file, I changed shaderMode to 1, and here is the result :

I already had some trouble with 0.4, and let it down until today thinking it was due to my X1600...

nargil

05-03-2009 17:19:14

I'm not able to run it OpenGL on windows with a nvidia 8 series card ;) So don't bother trying on mac with ati ;P

dudeabot

05-03-2009 20:41:14


With appending line in Island.hlsl (Hydrax 0.5) or Island.cg (Hydrax 0.4):
iTangent = (0,0,1);
demos (0.4 & 0.5) are working perfectly for me (Ati Mobility Radeon X1600).


Ok,that's a greaaaat news, because I've got this card too. But I'm under mac os x.... And that's why I have to use Cg because HLSL is only for DirectX, right? So, in hydrax config file, I changed shaderMode to 1, and here is the result :

I already had some trouble with 0.4, and let it down until today thinking it was due to my X1600...



i have one x1600 too, and the opengl support for it is sucky..

shams

06-03-2009 10:26:53

I've just try it on latest mac book pro with NVidia 9400 M or NVidia 9600 GT cards, water rendering is better but island is still red and palms white... An error with textures links?
EDIT : If I read the log, it can help me!
[Hydrax] Creating water mesh...
WARNING: Mesh instance 'HydraxMesh' was defined as manually loaded, but no manual loader was provided. This Resource will be lost if it has to be reloaded.
[Hydrax] Water mesh created.
TerrainSceneManager: Activated PageSource Heightmap
WARNING: material Island has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Island/VP cannot be used - not supported.

Mesh: Loading Palm.mesh.
WARNING: material Palm has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Palm/VP cannot be used - not supported.


EDIT 2 : there is only hlsl program in the media folder! Hdrax is not developped for mac and linux anymore?

Xavyiy

06-03-2009 11:10:57

I've switched the materials to hlsl because I thinked that a bug with the island material was caused by CG, but I'm going to upload this weekend the final packages with .cg materials working as expected.

Xavi

P.D.: Anyway you can download the 0.4 demo and copy Island.cg, Palm.cg and materials files.

shams

06-03-2009 13:33:18

ok thanks.
For info, with cg from version 0.4, and adding the "iTangent" line :

- on Mac OS + ATI I've got island, palms, but no water at all and some effects are missing. Under water, I've got mirrored image and artefacts.



- On Mac OS + NVidia, it works great, just a bug under water ->

Beauty

18-03-2009 22:46:29


@Beauty and incognito:
Just a test: http://modclub.rigsofrods.com/xavi/IslandTest.rar does the island material work as expected?

There are light spots on the ground like in this post.

shams

19-03-2009 09:24:40

have you some (good) news about cg material for hydrax with opengl under mac?

steven

26-05-2009 05:55:49

Arrrgggh ! I think I know what the problem is!... It's about tangent information in the vertex program.
...
uniform float4x4 uWorldViewProj,
uniform float uTexturesScale)
{
iTangent = (0,0,1); ////// ADD THIS LINE!!!
oPosition = mul(uWorldViewProj, iPosition);
oUv = iUv*uTexturesScale;
...


Adding this resolved the issue with my ati x300 (yep old).

Can I suggest that the Hydrax-v0.5_Demo1.rar and the source being updated?