Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Valathil on September 01, 2011, 11:25:24 am

Title: Sun Glow Proposed Change
Post by: Valathil on September 01, 2011, 11:25:24 am
Proposed change by DaBrain. Sun glows and Lens flares are not obscured by objects anymore.
Whaddya think about it.

Build: http://www.mediafire.com/?tjjzmabwecsv94x

Patch: http://www.mediafire.com/?6iurgyyjjv5pdjv
Title: Re: Sun Glow Proposed Change
Post by: Spoon on September 01, 2011, 11:35:12 am
I cant say I notice any difference
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 01, 2011, 11:49:58 am
*Commander Zane hopes this doesn't turn into another near-ten hour posting spree on bug reports...*

I don't seem to notice any differences either.
Judging by the post it's supposed to make it so the star's aura doesn't disappear when shown behind ships?
Nevermind it does work.
Title: Re: Sun Glow Proposed Change
Post by: DaBrain on September 01, 2011, 12:23:14 pm
The sun glow and the lensflare actually work correct now!

Before the lens effects were behind the objects, which is wrong. Now they are in front of everything, like they are really in-camera or in-eye.

I love the effect. The bigger the sun is, the better the effect looks.

(http://img6.imagebanana.com/img/ek9urj5v/sun_glow_lensflare_01.jpg)
(http://img6.imagebanana.com/img/x8hnjty7/sun_glow_lensflare_02.jpg)
(http://img6.imagebanana.com/img/strbyk9y/sun_glow_lensflare_03.jpg)

Now we can add really big glow sun glows.

That allows some nice screen tinting like this:

(http://www.winload.de/news/software-screenshot/eve-online-hit.jpg)
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 01, 2011, 12:35:17 pm
at last! I was asking for this for ages! truly awesome! :D
after the thruster heat distortion was implemented(looks great btw) the list of things left to do is pretty small!  :yes:

*I hope it also works for the small corona rings, as they were also obscured by the objects... I also recall that sun flares didn't react to cockpits(the way they are implemented in Diaspora), does this also fix this?
Title: Re: Sun Glow Proposed Change
Post by: mjn.mixael on September 01, 2011, 12:35:39 pm
Well shoot. Now I need to learn how to add sun flows to the game.
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 01, 2011, 12:42:07 pm
Oh now I see it.
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 01, 2011, 12:42:52 pm
can this also be added to specific effects? or even a way to tell the game to render certain effects as lens flares? the big orange glow when a capship explodes should really act as a lens flare, same for thruster glow, glow points on ships and the like...

another screenshot for the heck of it :)
(http://img268.imageshack.us/img268/3196/screen1860.jpg)
Title: Re: Sun Glow Proposed Change
Post by: MatthTheGeek on September 01, 2011, 01:20:39 pm
Why don't I see thruster distortion in this pic ?
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 01, 2011, 01:24:19 pm
Are those thruster plumes different from what they usually are?
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 01, 2011, 01:25:22 pm
Why don't I see thruster distortion in this pic ?

Probably cause you need to see a doctor
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 01, 2011, 02:01:26 pm
Are those thruster plumes different from what they usually are?
yes they are a bit different... the heat distortion is much more visible when in motion
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 01, 2011, 02:04:10 pm
They remind me of the thruster effects that used to be on the first post of the Celebration of FreeSpace thread. Do you have a download for them with all three thrusters / afterburners or just for Terrans?
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 01, 2011, 02:43:18 pm
Commited as per rev 7613
Title: Re: Sun Glow Proposed Change
Post by: Rodo on September 01, 2011, 04:10:48 pm
awesome!

also, what nighteyes mentioned is a good idea, some explotions might be able to glow as bright as stars when up close.
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 01, 2011, 05:16:02 pm
well, tested it some more, and as I feared it still doesn't interact with cockpits... I don't think its a rendering problem, more like the game doesn't recognize the cockpit model as an object, so the sun doesn't get blocked by it, and it renders on top of the sun flares...

(http://img194.imageshack.us/img194/1098/screen1864.jpg)
Title: Re: Sun Glow Proposed Change
Post by: Aardwolf on September 01, 2011, 10:38:49 pm
One problem I could foresee there is how to deal with transparency... actually, come to think of it, glass probably prevents lens already!
Title: Re: Sun Glow Proposed Change
Post by: chief1983 on September 02, 2011, 01:48:35 am
I thought glass _caused_ lens flare?  The naked eye doesn't see it, I thought it was something caused by camera lenses usually?
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 02, 2011, 02:15:54 am
Cockpit Test: http://www.mediafire.com/?y85dgaaioktfz8d

Try it please. Have got no cockpit ships. And try fullnebula mission could screw up suns there (meaning they may be too bright).

And no i cant check if the sun is behind the cockpit to remove the sun glow. Which is kinda bad. So what shall we do.

Can somebody write a collision test for the cokpit model cause i cant.
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 02, 2011, 07:07:24 am
tested and the problem is still there... I'll also say that the cockpit in the screenshot has no glass, so it cant be because of that.
the flares work with full nebula(with no cockpit)
can someone test the flares with a cockpit that has glass?
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 02, 2011, 08:38:21 am
I could ask Woolie to try this out with his Wings craft.

Edit: The new Nightly has this built-in so I tried a quick level using the HEF Blizzard, and the glare doesn't show through the cockpit, like the Raptor image previously posted by Nighteyes.
Though that could be a good thing since the whiteout effect occurs even when the star is completely hidden within the cockpit (As people who've watched MetalDestroyer's videos the Blizzard's cockpit takes up quite a bit of space, this also means that the star doesn't behave how it normally does when an object covers it), if the effect was to do what is intended, the glare would probably end up showing through the cockpit even when it's completely covering up the star.

Actually,
Cockpit Test: http://www.mediafire.com/?y85dgaaioktfz8d
Was this build intended to remove the whiteout effect entirely? This isn't what is used in the new Nightly since that build still has sun whiteout. But neither of these have the glow showing through the cockpit in the way it does with the ships themselves.
Title: Re: Sun Glow Proposed Change
Post by: DaBrain on September 02, 2011, 10:46:53 am
You really need to make some adjustments in order to get the most out of this:

(http://img6.imagebanana.com/img/h4bkm0wc/fixed_flares_01.jpg)
(http://img7.imagebanana.com/img/nzd5ddbi/fixed_flares_02.jpg)
(http://img6.imagebanana.com/img/mduhr38i/fixed_flares_03.jpg)
(http://img7.imagebanana.com/img/uo8wmu51/fixed_flares_04.jpg)
(http://img6.imagebanana.com/img/16rp07gn/fixed_flares_05.jpg)
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 02, 2011, 11:05:57 am
can someone test the flares with a cockpit that has glass?
I was pretty certain the Blizzard and Esarai's fighters had visible canopy glass from inside, but I guess not after just trying missions with them placed.
Could try --Steve-O--'s Reaver. If not I'll have to go back to asking Woolie Wool like I normally planned.

Edit: No dice on any ships with glass from the inside (Though the Reaver's cockpit texture is nice, I hope the other FTF / UEF ships get redone cockpit textures too)
But that's unrelated.

All in all, no luck with the effects working as intended with ship cockpits.

Also, nice screens DaBrain.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 02, 2011, 12:53:12 pm
Can somebody give me something with a friggin cockpit remote testing is major pain in the ass
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 02, 2011, 12:59:57 pm
If I can get Woolie to respond on MSN I'll see if he'll let you borrow the Peregrine, it's a Wings fighter with a cockpit and canopy glass you can see from inside.
This is the only lead I have, I don't know any other ships that fit the criteria.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 02, 2011, 01:12:46 pm
Yeah I'll borrow a data file. Ill even send it back when im done ok
Title: Re: Sun Glow Proposed Change
Post by: Woolie Wool on September 02, 2011, 01:16:26 pm
tested and the problem is still there... I'll also say that the cockpit in the screenshot has no glass, so it cant be because of that.
the flares work with full nebula(with no cockpit)
can someone test the flares with a cockpit that has glass?

I did. Cockpit glass prevents not only the glow being drawn over geometry, it also blocks the lens flare and the screen brightening when you look at the sun.

(http://img220.imageshack.us/img220/2995/sun1g.png)
There are actually three layers of glass here, the canopy and two HUD panes. Notice that none of the effects associated with looking at the sun are present.


(http://img231.imageshack.us/img231/2828/sun2.png)
Contrast to an exterior view, where the glow is drawn over the fighter as intended.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 02, 2011, 02:06:08 pm
Sometimes i surprise myself

http://www.youtube.com/watch?v=-pCRUSl1BRY

Build: http://www.mediafire.com/?57i8l2mppn5dww3 (Theres some transparency fix code in there so dont be surprised if some things with -trans dont work correctly)

Patch: http://www.mediafire.com/?nw62gop2nfdo55d (This is clean)
Title: Re: Sun Glow Proposed Change
Post by: DaBrain on September 02, 2011, 08:06:13 pm
That looks freaking amazing. Am I seeing things or does it already fade in and out a bit?
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 02, 2011, 08:14:18 pm
Oh wow. That is sweet. :D

Good god the irony.
(http://i97.photobucket.com/albums/l223/SpootKnight/FreeSpace/SunglarePassingDashboard.png)
With this new build I get the problems you had in the previous build. :nervous:
Glass doesn't render from the inside no matter what I fly so that's why it's not there.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 03, 2011, 03:15:57 am
Quote
(Theres some transparency fix code in there so dont be surprised if some things with -trans dont work correctly)
Zane that is probably why the glass doesnt render try to get someone to build you a clean build. and if my screwed up glass code puts the glass in front of the solid polys you get shinethrough
Title: Re: Sun Glow Proposed Change
Post by: The E on September 03, 2011, 04:26:57 am
As requested by Valathil, here's another build with the code changes. Please test it out.

http://blueplanet.fsmods.net/E/fs2_open_3_6_13d_INF_SSE2.7z
Title: Re: Sun Glow Proposed Change
Post by: Talon 1024 on September 03, 2011, 08:19:47 am
Gameplay seems to be abnormally laggy for me, and I'm also getting a lot of these during gameplay in fs2_open.log:
Quote
OpenGL Error from start of tcache_set(): invalid value

EDIT: Log attached.

[attachment deleted by ninja]
Title: Re: Sun Glow Proposed Change
Post by: Dragon on September 03, 2011, 10:07:17 am
Glass doesn't render from the inside no matter what I fly so that's why it's not there.
IIRC, that's how it's supposed to work (and how it used to work). It's great that this had finally been fixed, as glass rendering from the inside made Mediavps fighters (especially those with orange glass) unflyable with cockpits. Getting around this problem required an ugly hack.
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 03, 2011, 10:44:11 am
Quote
(Theres some transparency fix code in there so dont be surprised if some things with -trans dont work correctly)
Zane that is probably why the glass doesnt render try to get someone to build you a clean build. and if my screwed up glass code puts the glass in front of the solid polys you get shinethrough
It's even Nightlies that it happens, though you have screens and Woolie has videos showing glass inside. It shows on the outside at least but not from inside.

IIRC, that's how it's supposed to work (and how it used to work). It's great that this had finally been fixed, as glass rendering from the inside made Mediavps fighters (especially those with orange glass) unflyable with cockpits. Getting around this problem required an ugly hack.
Refer to underlined portion.

Checking the new build.

Code: [Select]
==========================================================================
Fred2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Ships and Things,mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' with a checksum of 0xbd01c0f0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\Ships and Things\' ... 187 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\' ... 551 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps_3612\SathMod.vp' ... 26 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 77 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 15152 files.
Setting language to English
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers / Headphones (IDT High Definition Audio CODEC)
  Capture device: Microphone Array (IDT High Defi
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 640x480 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 5800 Series
  OpenGL Version   : 4.1.11005 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Compiling post-processing shader 1 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.10
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Loading palette gamepalette1-01
No cached palette file
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'blz_mod-wep.tbm' ...
TBM  =>  Starting parse of 'blz-modEffects-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'Sath-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'boa-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'stheno-shp.tbm' ...
TBM  =>  Starting parse of 'skjoldr-shp.tbm' ...
WARNING: "Invalid armor name Light Armor 100 specified for hull in ship class GTF Skjoldr" at ship.cpp:2451
Freeing all existing models...
wtf there's stuff on this that I removed from the mvps_3612 folder that it's *****ing about. Oh the cache folder, whoops.
Well it didn't render glass from inside the cockpit and the sun glare still showed through the dash when completely covered, just like on the previous screen.

And yes, even for a Debug build my framerate was a hell of a lot lower than it usually is.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 03, 2011, 11:17:15 am
Gameplay seems to be abnormally laggy for me, and I'm also getting a lot of these during gameplay in fs2_open.log:
Quote
OpenGL Error from start of tcache_set(): invalid value

EDIT: Log attached.

This was actually a bug in the Distortion Thruster code but is fixed as of revision 7629

Regarding the sun thing i have one last test build. if that doesnt work you have to give me the cockpit model to test cause i really think its an issue with your model. it works perfectly fine on the test model i have and there is no NVIDIA/ATI stuff happening here just pure c++ code so it has to be the model

http://www.mediafire.com/?jk4aa7qnhhnf1y9
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 04, 2011, 07:06:10 am
latest test build is working, somewhat... the cockpit reacts to the sun, but its as if there are collision holes and in some places the flare would show through the model, again this cockpit has no glass.

works good:
(http://img714.imageshack.us/img714/9717/screen1867.jpg)

move a bit to the right, and the flare shows through:
(http://img851.imageshack.us/img851/8805/screen1868.jpg)

same with other parts of the cockpit:
(http://img190.imageshack.us/img190/364/screen1869.jpg)
Title: Re: Sun Glow Proposed Change
Post by: DaBrain on September 04, 2011, 07:19:23 am
My guess is that it goes right through backfacking polygons.

I'm pretty sure this is a well optimized mesh, so the other side of the mesh is probably open.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 04, 2011, 08:51:06 am
Can you fraps that i need to see it animated. i can you tell me if you use any -trans textures in this model. And are you using flat polies without textures perchance somewhere?
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 04, 2011, 09:19:13 am
Still no dice on the FS2 fighters with show_ship. Given their quality isn't like the Raptor shown above or Wings fighters I could live without the flag enabled, but come War in Heaven R2 I'd certainly use it for UEF fighters.
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 04, 2011, 09:29:39 am
Still no dice on the FS2 fighters with show_ship. Given their quality isn't like the Raptor shown above or Wings fighters I could live without the flag enabled, but come War in Heaven R2 I'd certainly use it for UEF fighters.

im not checking show ship man im checking cockpit models for christ sake are you telling me youre problems the whole time are not about cokpit models
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 04, 2011, 09:32:51 am
Guess I didn't get the memo, no.
All that other stuff was moot I suppose then.
Title: Re: Sun Glow Proposed Change
Post by: Spoon on September 04, 2011, 09:57:22 am
im not checking show ship man im checking cockpit models for christ sake are you telling me youre problems the whole time are not about cokpit models
How rude!  :p

Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 04, 2011, 10:01:07 am
How rude!  :p



I can be rude anytime i like im the WIZARD.

and here is a testbuild with show model check: http://www.mediafire.com/?aal9ggs2n3dp5xx
Title: Re: Sun Glow Proposed Change
Post by: Commander Zane on September 04, 2011, 10:02:39 am
With all the hell my rig and myself has brought upon him, it's justified. :P

And the build works, many thanks. :)
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 04, 2011, 10:04:42 am
Still Nighteyes's porblems seem to be cockpit related though cuz he does get occlusion only wrongly right?
Title: Re: Sun Glow Proposed Change
Post by: Nighteyes on September 04, 2011, 10:40:44 am
here is a small video showing the problem:
http://www.gamefront.com/files/20744342/fs2_open_3_6_13r_INF_SSE2+2011-09-04+16-17-11-88.avi

as far as I know there is no transparent textures in this cockpit, there is no glass geometry at all
Title: Re: Sun Glow Proposed Change
Post by: Valathil on September 04, 2011, 10:48:45 am
as newman is a little unwilling to give me the model i cant do anything about it youll just have to fix it internally cause its 100% your model thats causing problems. Patch is commited to trunk as of 7645