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stgatilov last won the day on October 22
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- Birthday 08/26/1989
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http://dirtyhandscoding.github.io
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Experimental support of parallax mapping in 2.13
stgatilov replied to lowenz's topic in The Dark Mod
Could you please explain where is heightmap used on the builder model? How does it look without heightmap/parallax? -
It was experimental shader which was never released properly. And I don't see why it should be helpful here. The experimental shader could compute reflection from the floor based on cubemap reported above the floor. As far as I see, @Arcturus mostly tests small objects inside the room, where ordinary env. map works fine.
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- polished metal
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dev17171-10894 is here.
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Sadly, this "weak lightgem" is buggy as hell, it will not display proper light value in most cases. However, "buggy as hell" is still much better than "completely disfunctional", I suppose. Lightgem has rather complex graphical implementation: it uses OpenGL "pixel buffer object" to read back contents of the framebuffer, including some asynchronicity and fences. Maybe GLES does not support some of this stuff.
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I suppose @snatcher might know something about it...
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Black box on moveable candles/holders and brazier with fire.
stgatilov replied to DeTeEff's topic in TDM Tech Support
I looked at the shader, and all the types match. Maybe you really have wrong shader somewhere, it is between two files: glprogs\stages\light_passes\blend_light.frag.glsl glprogs\tdm_lightproject.glsl Here is the important contents in the first shader, it must match exactly: uniform sampler2D u_lightFalloffTexture; uniform sampler2D u_lightProjectionTexture; uniform vec4 u_lightTextureMatrix[2]; uniform vec4 u_blendColor; in vec4 var_TexLight; out vec4 FragColor; void main() { vec4 lightColor = projFalloffOfNormalLight(u_lightProjectionTexture, u_lightFalloffTexture, u_lightTextureMatrix, var_TexLight); FragColor = u_blendColor * lightColor; } Here is the important line in the second shader, it must match too: vec4 projFalloffOfNormalLight(in sampler2D lightProjectionTexture, in sampler2D lightFalloffTexture, in vec4 texMatrix[2], vec4 texCoord) { Maybe your driver cached compiled shader somewhere and still tries to use the old cache. Maybe this is some driver-specific issue. -
Fm Down by the Riverside crash to desktop
stgatilov replied to datiswous's topic in TDM Tech Support
I guess it happens when a custom shader is being used which was not used before. Maybe something related to loading shader happens from the wrong thread. Windows drivers are OK with that but Linux drivers are not. -
Is the error message exactly the same every time? Exactly the same file, same numbers, same URL? If yes, maybe something broken on specific mirror. Try to use "Get custom version", then select "Prefer Mirror" to "Cabalistic" or "Taaaki2", and try to proceed. What else you can try: check RAM check disk try to disable antivirus temporarily try to check for malware can something intervene in your network/provider?
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Experimental support of parallax mapping in 2.13
stgatilov replied to lowenz's topic in The Dark Mod
Mathematically it is possible to extract heightmap from normalmap by solving partial differential equation. If heightmap is f(x, y), then normal vector is proportional to N = (-df/dx, -dy/dx, 1). Hence we can find df/dx = -Nx / Nz, df/dy = -Ny / Nz. So normalmap gives us partial derivatives of heightmap in pretty straightforward way, but their precision is around 0.4% at best. If normalmap was generated properly from a real heightmap, then this problem is called "reconstructing potential function for conservative vector fields". But since our values are rather imprecise, we need some stable solution, not just some trivial prefix sums. I'm not sure how stable the possible solution could be, and how good will be the quality of the output. Even if they would be OK, this approach can only be usable as offline tool to be run explicitly. -
Experimental support of parallax mapping in 2.13
stgatilov replied to lowenz's topic in The Dark Mod
Since parallax mapping has sort-of gone public, maybe we should create a public thread about it? I can extract this discussion into a new thread as a start. -
The alsoft.ini is visible, and people sometimes tweak it to troubleshoot sound issues. The DLL however is not visible, since OpenAL is embedded into TDM executable. There was an idea to add in-game OpenAL settings and possibly allow choosing HRTF preset. But I'm afraid nobody is good enough listener to check the presets and say "hey, this 3-rd preset sound so much more understandable for me, we really should provide selection to everyone!" I feel it is not the right idea to switch to dedicated mode. I'm pretty sure there would be many quality-of-life issue in this mode, like background sounds from OS and other applications not cutting through. Are you sure there is real issue with Windows mixer on all machines? I understand that it is possible to enable some automatic crap in OS that would modify all the sounds, I think I had this on some machines myself. But ultimately it is the user's will to enable some crappy "3D processing" in Windows and we shouldn't go against it.
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Yes, now "s_minDistance 0" should work as people normally expect. But this will become official only in 2.13. And there will be a big sweep over all the missions to restore original behavior when 2.13 beta starts.
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Experimental support of parallax mapping in 2.13
stgatilov replied to lowenz's topic in The Dark Mod
Of course it is not retroactive. Parallax mapping requires heightmap and height scale, which does not exist for old materials. Also, any kind of parallax mapping introduces visual artefacts and might require tuning for specific use case, so we can't just force it onto everything. -
I believe I removed it because: It showed only the version, not the SVN revision. It did not help but only added confusion. It had some "check for updates" logic which could ping the server, but we always forgot to update the server side of this feature. This was the main thing I wanted to remove. I guess I removed the whole GUI element because I thought having this info in console is enough.
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dev17152-10890 is available!