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duzenko

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Posts posted by duzenko

  1. 22 hours ago, stgatilov said:

    If I had such problem, I'd look for the object files of GLAD, where these functions are defined.
    If they are present, then run objdump to check that the missing symbols are indeed there or missing (they might have slightly different name for instance).
    If they are missing, then review the whole compilation log for appropriate .c files.

    I actually can't find any .obj's - where are they supposed to be? Near their .cpp's?

  2. 8 minutes ago, stgatilov said:

    @duzenko, how can mappers control render order now, including dynamically from script?

    Can they set "sort" parameter directly as spawnarg?
    Can they set something like "renderOrderOffset", which only affects order of surfaces with same "sort" value?
    Can it be done in script during runtime?

    Sort is per material

    There is additional drawSortOffset entity spawnarg that allows mapper to mark some entities to draw "a little later" but it's very rigid. I think it covers like 90% of all situations though. It's main problem is that it has to be set manually for each 'fixed' entity by mapper who must understand the technical 3D scene breakdown.

    I don't know about script support and I don't think it's a good direction to take. Scripts are for game events IMHO.

    Now one new thing I just noticed is we already have sort by distance for SEED objects. I wish I knew how to use it for translucents.

  3. 13 hours ago, Frost_Salamander said:

    When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732

     

    You also suggested trying the 'latest development build'.  I asked if that can be obtained using tdm_installer, and you said 'yes'.  That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856

    So - I am probably doing something wrong but not sure what 😂

    Put the downloaded exe into the folder with the dev build and run it from there

  4. Ugh, I missed your replies, sorry

    @Frost_Salamander Are you using the exe from my link? It's supposed to be 32-bit, unlike what you reported above

    On 6/27/2022 at 10:29 PM, stgatilov said:

    As you probably remember, I'm strongly against tying LOD setting to all kind of unrelated graphics settings 😪
    I did not look the latest commits yet, but I think I glimpsed this kind of dependency...

    I remember, it's just my understanding/belief that users in general prefer one quality slider instead of dozens of individual console switches. So it's my honest attempt to make life simpler for everyone.

    4 minutes ago, stgatilov said:

    So, the latest commits are trying to add "sort by distance/depth" for some surfaces, as well as allow several copies of currently rendered framebuffer.

    I wonder: how is the problem of Z sorting solved for translucent objects?
    I mean: the engine probably already has some sorting for translucent objects to make translucency correct... where is it implemented in the code?

    AFAIK it only "groups" surfaces by their type

    I.e. first it renders regular materials, then translucent, and in the end post-processing

    But the order of surfaces inside each group is not defined. There's a fixed auto-offset added, but it's more like a legacy fix for some old obscure bug than anything relevant to the question in hand

     

  5. 6 hours ago, nbohr1more said:

    Edit 2:

    "Too Late" IS fixed if you set LOD quality to highest ( I see that this is functioning as designed since this feature requires more rendering power etc )

    What about those other glitches in NHAT - do they come back too?

    As for the sort keywords - well, any mention of _currentRender and it's ignored already automatically

    @Frost_Salamander Regarding your problem - maybe try the latest dev build?

  6. 13 hours ago, nbohr1more said:

    Yes, the water is cured by setting "sort decal" instead. There are fog particles that also misbehave due to the conflict. I guess I could copy the material def to the FM and try modifying the copy...

    Hopefully that won't be necessary

    But the thing is, the build before my changes to sort order also seem to view-flicker in that location

    Do you have an svn commit that last worked here?

  7. 2 hours ago, nbohr1more said:

    @duzenko to verify a general cure for this type of issue, the mission "Lords and Legacy" has a torch at the beginning whose heat haze particles break the texture stages of the glass behind them. Likewise the mission "Too Late" has a torch which with haze particles cause the water to render without the overlay texture.

    Rather unexpectedly (for me) this seems to actually fix that there as well 😊

     

    Untitled.jpg

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