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duzenko

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Everything posted by duzenko

  1. Is the the only difference? The black thumbnail? Try r_fbo 0/1 and restart TDM.
  2. Yes, it should work like on the right picture. I'm talking about darkmod.cfg, not the autocommands.cfg
  3. How do we know if TDM uses "exclusive" or "non-exclusive"?
  4. Then it must be something in your old .cfg that prevents the shadow maps to show?
  5. This is what I get. It could easily be an nvidia compatibility issue, even though it was supposed to be fixed before the last alpha build. The volumetric build could be based on an earlier svn version, so you can also try the same recreated darkmod.cfg with the last build @nbohr1more posted - that should work (even if it won't). EDIT. I can confirm that the volumetric build seems like to be incompatible with nvidia implementation of GL_TEXTURE_COMPARE_MODE. The nbohr1more's build is supposed to work.
  6. Borderless Windowed Fullscreen By "default" you mean there is nothing the program needs to do and it's activated automatically?
  7. You should control the start/end with the falloff texture (I know it does not work just yet)
  8. Does the volumetric build also fail to show shadow maps? If so, try clearing your darkmod.cfg
  9. I keep hearing about that but so far nobody has explained what it's supposed to do.
  10. Quick save/load Not ATM. Try deleting your darkmod.cfg. Did 2.06 work on your system?
  11. I would start with analyzing what t_fboResolution does in frontend and what frontend outputs get affected.
  12. Yes, even though it wouldn't work with stencil.
  13. Not really. The dust in the light cone is still visible when you're inside the cone too.
  14. http://bugs.thedarkmod.com/view.php?id=4888
  15. 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.
  16. 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.
  17. 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.
  18. Then it's a problem on my side. I will double check that.
  19. 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?
  20. I'm going to add a shadow test to the shader at some point, but it can only work with shadow maps.
  21. 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
  22. That would be great of course. Right now you need to quick save/load after shadow switch. A known issue.
  23. So simple I left it for the end. That's the test volumetric build
  24. Any errors in console? Could be GLSL compiler issues.
  25. Without the custom projection it's just a re-implementation of the fog light https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing
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