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Posts posted by duzenko
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It is but glsl is not C.
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Heads up: I'm in the middle of adding GLSL support, depth stage as the first step.
It half works right now.
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Curious: first thing I looked at the depth shader on things I did recently.
1) can't see code that would clip a mirror near plane.
2) can't see where the referenced clip() function is defined
3) how is #define implemented? AFAIK it's not standard GLSL
4) is there support for vegetation LOD alpha-test? Can't see it.
Git status is WIP but last change was year ago. How finished is it generally?
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I would like to see the glsl support very much. Porting ARB to glsl can't be too hard.
Correct me if I'm wrong but the real problem is going to be replacing all legacy stuff like modelview and texture matrixes, texgens, global vs per vertex colors and normals, etc. I presume that GLSL backend includes all of that?
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Pff, try searching for piratebay.
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I was trying to make that area look a lot large without needing to build it and draw alot more tris. I figured just drawing
a screen would be a lot cheaper performance wise.
Unless you actually put a static picture on it I can't see possibility of performance gain.
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Definitely worth trying console command g_enablePortalSky 1.
If that and materials does not help then we should pronounce 2.05 incompatible with remote cameras.
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Anyone ever used cameras in TDM missions?
In terms of performance, do you think it is going to be faster? I think camera is being updated each frame so one way or another it is always drawing everything.
Does the camera still work after save/load? It does not for me.
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Regarding your problem (parasite pixels in the skybox).
I think it's caused by the water shader in the camera view. It requires to save the current frame to the texture that is also used by the skybox pass.
What you could try here is use a simpler, non-post-processing material for water in the camera area.
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g_enablePortalSky is a console command.
Did you try to put an opaque solid wall behind the mirror?
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Try g_enablePortalSky 0, 1, 2, -1
Or upload the map somewhere so that we could look at it.
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Anything I can do to help here?
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Tried glprocs one by one until replacing texcoord with attrib[8] in heatHaze.vfp fixed the waves.
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My bad.
Simple ambient does not work on Intel either.
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ambientLight.vfp has been fixed for the texcoord vs vertex attrib change?
If that is the enhanced ambient then yes.
Simple ambient works on Intel but not on AMD.
Water does not work on both but works for you (nvidia?)
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On my work AMD entire map looks screwed up...
It's the ambient method. Simple looks very bad now on AMD.
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Building with the latest source (6845), the windows are back to normal, but the skybox texture is still hosed.
Fixed the TG_WOBBLESKY_CUBE path
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Hmm. The water looks like it did before to me?
As I recall, the material def has "vertexParm 0" which controls the speed.
Edit.
Apparently parm5 and parm6
Are you using the latest assets? Waves are completely broken for me.
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On my work AMD entire map looks screwed up...
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Phew, that was my config. Now only water waves are broken
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Building with the latest source (6845), the windows are back to normal, but the skybox texture is still hosed.
Sorry, did not have time yesterday to look at that.
Will try tonight.
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By the time I got the full package windows appear to be okayish - can you test?
The water, however, is lacking proper animation - any hint on where in source code that happens?
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It's a WIP of mine. I'll make you a small mission using the problem objects.
Edit: Here you go.
--------- Map Initialization --------- Map: badglass idRenderWorldLocal::InitFromMap: maps/badglass.proc not found ERROR:Couldn't load maps/badglass
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Could be easily mine.
Which mission is this?
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Uncapped FPS in TDM has a few known issues:
1) FPS above 200 or so can lead to a paradoxical slow motion effect.
2) The breath potion will expire rapidly at high FPS.
I also noticed rope arrow quaking fast in House of Locked Secrets pt 1.
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I think we should add side effects of fixed tic to bugtracker.
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Resolved today.
Side note: vegetation LOD (lod_fadeout_range) needs testing.
BTW: How do you get bright lighting in this place? It's very dark for me.
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Must be caused by my last change.
How/where can I see this model in TDM?Start "In Remembrance of Him", go to the first door, and the bush is on the right.
I will try to look this week end
fhDOOM engine improvements
in TDM Tech Support
Posted
GLSL support added.
What kind of documentation would you like?
Assets svn now has depthAlpha.vp/fp GLSL shader as proof of concept. It's already used by the svn exe.