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duzenko

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Everything posted by duzenko

  1. Do you have an account on github? I want to add you to my experiments repo at https://github.com/duzenko/darkmod-experiments Then we can easily branch, merge, and test without spamming the svn history.
  2. "WARNING: 0:3: '#extension' : 'ARB_explicit_uniform_location' is not supported"?? Intel, you suck.

    1. nbohr1more

      nbohr1more

      Things muttered by game devs annualy... :)

  3. I'm walking about the same path, so it should allow that sort of animation at some point
  4. Great, then it shouldn't be a problem reverting the rest of it Please understand that you have been doing a lot of unrelated changes in same commits. We need to back out of it gracefully to start moving forward.
  5. I can use r_singleLight for now Here's how it looks with projection texture. TODO: depth check.
  6. Oh no, the lamps are gone... I can see 6 lights total in that room (well, 5 plus the ambient) Do we want to add volume to all of them? Aslo, the projected floor light has a big gap before the window - should it be touching the window?
  7. @revelator Do you mind reverting all your commits starting with 7705 and doing your staff in a separate branch until you sort it out?
  8. Thanks The halo on the screenshots is indeed drawn on top of each light, using that light's position. The lights are "regular", i.e. in this case it's the Closemouthed Shadow mission. Now the halo here is a sphere just to start with something. For a shaft we would need to bind the light's falloff and projection. That's where it's starting to get costly but we should be let the user to turn it off depending on his GPU speed. Technically it's possible to add shadows, but ATM I only know how to that with shadow maps. The stencil shadows only work with fragments that write to depth buffer (i.e. solid geometry) AFAIK. Yeah, about the three physical effects (as far as I understand them) Lens flare. Honestly, not sure how that fits the medieval first-person-look setting. Anticipating negative feedback - want some formal discussion first.In-eye refraction. I must have experienced that myself, but can't remember what it looked like. And I'm not sure about the math behind that.The air dust/fog. That's what I am focusing on with this shader.The god-rays is all mumbo-jumbo for me. Something to make fun in the context of game-makers and nVidia marketing buzz. Consider me backward in that department. The good thing is we can add the required position offset to volumetric center via light material parameters. We should be able to use the same light for volumetric and everything else. In fact, if we want the shadows to be taken into consideration, I would go with single light for everything. Now the approach I am following here does not duplicate on model interactions. It's using the light frustum triangles (12 in total). That's costly on the fillrate, but should not be a problem for proud GTX 1070+ owners (yet). Could you add a custom-projection light to the test map? Something like the barn-window lights in Reap As You Sow. Using a custom light material as well. https://www.istockphoto.com/photo/window-filled-with-clouds-casting-shadow-on-floor-gm844551658-138368127
  9. That should do. Here's what I got in a first attempt. https://github.com/duzenko/darkmod-experiments/commit/31ca5ccb9add6bc5b8c8d47b0b69f325693dbeb7 It's lacking the depth test and distance to light - that's for the next time.
  10. So, the halo materials went to the dusty closet. Now the volumetric lights. Practically we could start with a simple spherical highlight based on the @nbohr1more's link above. We only need to add a new parameter to the light material (you decide on the name). @Judith, can you update the test map to have custom light materials?
  11. Looking at the engine I can see one problem with this. Every surface we draw ATM can be either solid, or translucent. The solid surfaces must always pass the equal depth test. The translucent surfaces never write to depth and must pass the "less than" depth test. Now the problem here is the engine forces the same equal/less depth test for all stages on a material. So we can either write to depth or post-process. https://github.com/duzenko/darkmod-experiments/blob/e4f05ec7b92f103d0e1632c5ab3f2fd238090f9a/renderer/Material.cpp#L2283 Understandably, this lock would have to be broken to go forward with the emission material. I don't know if it this lock has been there since 2004 or it was added by someone from TDM. I'm not sure if it's time to break it now or not. Now, can't we achieve the same halo effect with a fog light? BTW please create a separate thread for volumetric lighting ( I can get sidetracked easily ) unless volumetric lighting and halos are the same thing.
  12. How about making flare to apply to a single stage as well as the entire material? Probably not such a good idea. How about creating a custom shader for this?
  13. So what are the rules for going beyond? Radius, opacity, etc. And why the multiply? What is multiplied to what?
  14. Umm So how is it different to e.g. regular material with the same "rgb 7"?
  15. I have no experience with UDK or other engines. Can you tell me more about the desired effect? What gets multiplied by what?
  16. Look what render crops are used for on the front end and where they are used on the backend.
  17. I would suggest creating a separate forum thread with a feature request for emissive materials/volumetric lights.
  18. So what are your plans with r_fboResolution? Have you given up? Do you need some advice to go through?
  19. idRenderSystemLocal::BeginFrame was using r_fboResolution in 7704 last time. Are you saying that 7707 also had r_fboResolution in idRenderSystemLocal::BeginFrame?? Do you know how to use svn log? What is the accumulate effect of your commits 7705 and 7712? Did you complete the r_fboResolution refactoring task? Or are we on the reformat/revert/re-revert loop again? Do you understand why you should have done the r_fboResolution changes in svn commits separate to the unrelated stuff you did, like the depth color, type casts, or reformatting?
  20. What did you do exactly? Reverted back to 7704?
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