Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Thorn on July 14, 2004, 09:56:05 am
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It seems that when I use any version newer than fs2_open_C06152004 (this version works fine though) I get severely distorted rendering using OpenGL. fs2_open_Bobboau_7-10-04 or fs2_open_C07102004b_inf for instance. It's even worse ingame (shot in next post).
Resolution or what features are enabled makes no difference.
Geforce2 MX400, XP SP1, Latest drivers and all that fun stuff... anything else I need to list?
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It was even worse running Inferno. Everything was pink and purple and white.
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Yeah, I've noticed the same thing.
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Bobboau has said it only 20 times: Do not use OpenGL. Expect any of the SCP staffers to write the same.
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Yeah, well when I used the search it didnt come up with anything useful like that :wtf:
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here it is:
http://www.hard-light.net/forums/index.php/topic,24544.0.html
:ha:
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Yes.. and that didnt even show in the search results.
Problem solved. No more need of this.
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why one of the OGL people hasn't fixed this I don't know.
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The only reason I really evn bothered posting this is because GL shinemapping looks sooooo much better than D3D. D3D is ****ing hideous. It's like someone cranked the gamma.
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post comparasons, I've been thinking about changeing the way it's rendered, but it might upset some exsisting textures
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Originally posted by Thorn
The only reason I really evn bothered posting this is because GL shinemapping looks sooooo much better than D3D. D3D is ****ing hideous. It's like someone cranked the gamma.
Especially when you consider I don't have them anymore in d3d mode :p
Btw, have the exact same pb, wanted to post about it, but for some reason none of my screenshots were saved.
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D3D
(http://www.3dap.com/hlp/hosted/tap/Thorn/pictures/screen000.jpg)
OGL
(http://www.3dap.com/hlp/hosted/tap/Thorn/pictures/glscreen02.jpg)
Looks exactly the same ingame with default lighting.
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Originally posted by Bobboau
why one of the OGL people hasn't fixed this I don't know.
I've tried to fix this already but the model only partially renders. Don't know why but I haven't really had any time to play with it lately between the Linux version, the OSX version, the memory leak fixes that are in testing, the icculus.org version, the icculus.org OSX version, the upcoming (but not soon) Knoppix version, the AMD64 version, ...
It may take phreak to fix whatever I've done to it but I'll try to have something by the end of the week.
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knoppix version? Will you release one for each distro?
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Originally posted by mrduckman
knoppix version? Will you release one for each distro?
No the knoppix version will be a CD/DVD only version of fs2_open. This way you get Linux on a CD that has the game ready to play and you just pop it in the computer that happens to be in front of you and have fun. This is good for just showing off the game, LAN parties, friends house or anytime else that you may not otherwise be able to do a full install.
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Originally posted by Thorn
D3D
[pics]
Looks exactly the same ingame with default lighting.
Thron: I've noticed the same, but in fact, seems the default value for the D3D shinemap has been mistyped or something ( or in fact, iirc, the scale is different), it's way too high, but you can lower it by replacing the value yourself.
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Originally posted by taylor
No the knoppix version will be a CD/DVD only version of fs2_open. This way you get Linux on a CD that has the game ready to play and you just pop it in the computer that happens to be in front of you and have fun. This is good for just showing off the game, LAN parties, friends house or anytime else that you may not otherwise be able to do a full install.
Awesome
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Originally posted by mrduckman
Awesome
indeed :nod:
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No the knoppix version will be a CD/DVD only version of fs2_open. This way you get Linux on a CD that has the game ready to play and you just pop it in the computer that happens to be in front of you and have fun. This is good for just showing off the game, LAN parties, friends house or anytime else that you may not otherwise be able to do a full install.
:eek: That's phreaking awesome!
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you guys didn't hear we were planning this?
d3d multiplys the specular color by four, makeing it look more metalick and harsher, but you lose a lot of controle this way
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Originally posted by WMCoolmon
:eek: That's phreaking awesome!
har-har. very funny
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:p
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That was pretty bad....
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Nothing can compare to how awful my system renders OpenGL! :D
(http://img36.photobucket.com/albums/v109/NarfPics/NarfinPix/purple.jpg)
Don't let it fool you, its actually green and looks worse ingame. Thank goodness for Direct3D! :)
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That looks kind of cool in a way......
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Originally posted by Bobboau
why one of the OGL people hasn't fixed this I don't know.
Holy crap, I wasn't sending all of the polys. No wonder it didn't render the whole thing. Works now and I'll get it commited shortly. PhReAk can do something better later on if he wants. Six lines on the nose though and I think that's the number you threw out ;)
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:)
/*anyway, does the happy dance*/
some of the restructureing I did alows for a rather nice optomiseation, set_buffer can bind the vertex buffer one time rather than every time you want to render it. this will also let us do some other nice restrutureing later on that will give us better flexability (I want to reduce draw_buffer's responsibility as much as posable, down to a single render pass, handeling spec mapping (and the state changes involved) at a higher level)
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Originally posted by taylor
Holy crap, I wasn't sending all of the polys. No wonder it didn't render the whole thing. Works now and I'll get it commited shortly. PhReAk can do something better later on if he wants. Six lines on the nose though and I think that's the number you threw out ;)
So, I understand this made the shards thing, but was it also enough to break the background, the hud, the menus ( like when you push escape in mission ), etc?
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Originally posted by Nico
So, I understand this made the shards thing, but was it also enough to break the background, the hud, the menus ( like when you push escape in mission ), etc?
No that was the original change and I haven't added my change to fix the original change yet. Obviously there are too many changes going on. Soon I think we'll agree to stop changing our minds and decide on a single set of changes to make. Strangely, I think I'm running out ways to use change in a sentence. I think I need to change to a new word and use that from now on. Umm... can't think of one... no wait I think I got it. :D
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lol
Well, hem. Yeah.
So the HUD still won't work?
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no, I think he said he fixed that too, but he hasn't commited it yet...
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I spoke too soon, I'm still having some problems with it. Models render pretty much ok but the HUD still doesn't show up right and there are some clipping problems. Not sure what I'm missing but it should be obvious that I've been awake for a while so I'll work on this again after I get some sleep.
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the memory leak fixes that are in testing,
This is off-topic but I need to be sure, did you get my PM about my results?
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Originally posted by Kosh
This is off-topic but I need to be sure, did you get my PM about my results?
Never did respond did I, sorry about that. The results were about what I was expecting but I was hoping for more of an improvement. Something better is in the works though.
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Originally posted by taylor
PhReAk can do something better later on if he wants.
heh, i haven't touched the source the day i posted the orb picture. im too damn tired from working. i may have some time when school starts up (:eek:!)