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duzenko

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Everything posted by duzenko

  1. I keep hearing about that but so far nobody has explained what it's supposed to do.
  2. Quick save/load Not ATM. Try deleting your darkmod.cfg. Did 2.06 work on your system?
  3. I would start with analyzing what t_fboResolution does in frontend and what frontend outputs get affected.
  4. Not really. The dust in the light cone is still visible when you're inside the cone too.
  5. 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.
  6. 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.
  7. 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.
  8. Then it's a problem on my side. I will double check that.
  9. 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?
  10. I'm going to add a shadow test to the shader at some point, but it can only work with shadow maps.
  11. 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
  12. That would be great of course. Right now you need to quick save/load after shadow switch. A known issue.
  13. So simple I left it for the end. That's the test volumetric build
  14. Any errors in console? Could be GLSL compiler issues.
  15. Without the custom projection it's just a re-implementation of the fog light https://drive.google.com/file/d/1dqR1zaOADwkWO9bRN0JlHZatL63mzbJK/view?usp=sharing
  16. 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)
  17. That could work, however hurtful for performance. Please see the material remarks from post #44
  18. 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.
  19. 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.
  20. Right. Or, you could fix the light frustum - resize and reposition.
  21. The volumetric is not in svn yet. The glare material has been postponed beyond 2.07. "Stay tuned"
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