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Showing content with the highest reputation on 11/21/24 in all areas

  1. Currently Darkmod does not utilize the full potential of its high dynamic range rendering. When light gets bright colors get clipped. As I mentioned before, this makes highlights hard to manage and makes bloom option less useful (in my opinion). At least that's what I see on my old ass monitor that doesn't support HDR. I'll preface this with a disclaimer, that I have no idea what I'm doing. I also do not claim, that this code is ideal, or even good. I simply asked MS Copilot to modify the tonemap.frag.glsl file for me. It added a new color curve, that can be modified: Alternative set of ABCDEF values, should give slightly more contrast: All the footage and screenshots below were done with bloom set to the max.
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  2. This was an interesting mission! It surprised me many times.
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  3. As of TDM 2.08 I believe we set most of the r_postprocess cvars to 0 but there are already tonemapping features in there if you wanna tinker. I think that the decision to stick with 0 was to prevent the GUI menus from being over-bloomed. As for specular? We need to ensure that specular and diffuse response always adds to 1: https://cientistavuador.github.io/articles/1_en-us.html
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  4. well everything except mac builds build now... for mac the __cpuid is quite different as it seems to reserve the ebx register so we have to hack around that argh... slowly got rid of whitespace changes in the code also. ill probably have to add a few new forks as daniel prefers to have the GLSL hybrid renderer in a seperate branch. i guess i should have known it would not be that easy since i doubt darkmod was ever ported to mac
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  5. If you make zfighting less obvious, how are you supposed to find it and correct the underlying cause?
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  6. Had my own fun with the new turrets already. They should be featured in the new FM I'm working on. Figured I'd post this here as well for the fun of it.
    1 point
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