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Everything posted by duzenko
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I keep hearing about that but so far nobody has explained what it's supposed to do.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Quick save/load Not ATM. Try deleting your darkmod.cfg. Did 2.06 work on your system? -
I would start with analyzing what t_fboResolution does in frontend and what frontend outputs get affected.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Yes, even though it wouldn't work with stencil. -
Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Not really. The dust in the light cone is still visible when you're inside the cone too.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
http://bugs.thedarkmod.com/view.php?id=4888- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
I expect it to be costly enough, depending on the desired quality. The current version does 120 texture samples per pixel which is a lot. We have to do that many samples because we're taking integral of a function in a range, and few sample mean visible banding. As selectable as the test map in this thread.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
The volumetric keyword bug fixed. Now only the floor lights should be affected. https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing Oh, BTW, there's another bug with the depth texture that you need to have r_fbo 1, otherwise the depth test will fail.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
I'm pretty sure you have the wrong shaders. You need to put the fs/vs files in \glprogs. I double checked the lights and now only the floor lights are affected - so that's sorted. It's back again.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Then it's a problem on my side. I will double check that.- 215 replies
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AFAIK there is no control over triple buffering in OpenGL. The driver decides that. How do you know that it's not working for you? Are you running TDM in fullscreen or window? What Windows version?
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
I'm going to add a shadow test to the shader at some point, but it can only work with shadow maps.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
You have four lights in that room. I think you should only set the volumetric flag for the floor lights. The window lights are better off without it. Here's the test build https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing- 215 replies
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
That would be great of course. Right now you need to quick save/load after shadow switch. A known issue. -
Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
So simple I left it for the end. That's the test volumetric build- 215 replies
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Any errors in console? Could be GLSL compiler issues. -
Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Without the custom projection it's just a re-implementation of the fog light https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Makes sense. Not an issue for small rooms.- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
In the beginning, before the stages (option 1) If you put it in a stage, it would mean making the stage volumetric (and I think we're not ready for per-stage processing)- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
That could work, however hurtful for performance. Please see the material remarks from post #44- 215 replies
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Can we try that? Also, can you set different light materials to lights you want to show up a volumetric? Right now they all seem to use the lights/glowtest/window01 material. Use the new "volumetric" keyword on that light material.- 215 replies
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
The multi-light shader does not do specular yet. -
Let's try it this way The fboResolutuion refactoring happens in the guthub repo branch only. The unrelated changes can go straight to svn trunk. Then if you want them in your pivate github branch - you pull them into the github *main* branch first and only then you merge master into your private branch. Please no formatting-only changes. When you have something for us to test in your private branch, me and probably @nbohr1more review it and I merge it to svn with a single commit. This way it can be reverted easily and does not get mixed up with other changes. @nbohr1more, what are the things you usually test when I push something? I'd guess stencil shadows (hard and soft)shadow maps (hard and soft)multisampling???I'd also test the r_fboresolution in both < 1 and > 1 directions.
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Feature request: emissive materials/volumetric lights
duzenko replied to peter_spy's topic in TDM Editors Guild
Right. Or, you could fix the light frustum - resize and reposition.- 215 replies
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
The volumetric is not in svn yet. The glare material has been postponed beyond 2.07. "Stay tuned"