Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on February 05, 2005, 08:57:34 am

Title: Render passes
Post by: Black Wolf on February 05, 2005, 08:57:34 am
As I understand it, the reason why blooming was never implemented had to do with the inability of the engine to handle any more render passes than it's already doing. So, I was wondering - are the render passes eliminated by turning commandlines like -glow -spec and -env off? I just wonder because, personally, I'd be willing to sacrafice environment mapping for blooming, and since my video card (Radeon 9200) doesn't support spec anyway, I'd in turn willingly take that off for, say, bumpmapping or whatever else might need a new renderpass.

I'm probably on the wrong track here as, having typed that, it strikes me as unlikely that you wouldn't have thought of it. But worth asking, no?
Title: Render passes
Post by: phreak on February 05, 2005, 10:19:02 am
you do know -spec works in openGL?  Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.
Title: Render passes
Post by: Black Wolf on February 05, 2005, 11:13:05 am
Quote
Originally posted by PhReAk
you do know -spec works in openGL?  Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.


I know it works in OGL, but it looks crapper than I remember for some reason.
Title: Render passes
Post by: Bobboau on February 05, 2005, 04:23:46 pm
we currently have three rendering passes, there is no limit to how many rendering passes we can use, blooming is a post processing effect wich we cannot implement currently due to our inability to render to a texture, due to the insaine way our texture system is set up.
Title: Render passes
Post by: Drew on February 05, 2005, 11:43:41 pm
Quote
Originally posted by PhReAk
you do know -spec works in openGL?  Anyways, glowmapping is done in the same pass as the normal texture, specmapping is done in the second, and i don't know about env-mapping.


on a Radeon 9000, shines work, but shinemaps dont
Title: Render passes
Post by: FireCrack on February 06, 2005, 12:11:54 am
insaine?
Title: Render passes
Post by: Bobboau on February 06, 2005, 12:26:03 am
nuttier than a bulimic squirrel
Title: Render passes
Post by: Liberator on February 06, 2005, 01:29:28 am
Do I sense a plan to fix it...
Title: Render passes
Post by: DaBrain on February 06, 2005, 03:52:04 am
Post processing effects would be no problem if we had pixel shaders, right?
Title: Render passes
Post by: Bobboau on February 06, 2005, 01:01:32 pm
emm... no, becase of the render to texture problem I just mentioned as being 'the' reason this can't be done.
Title: Render passes
Post by: DaBrain on February 06, 2005, 02:03:12 pm
Huh, but I there are already post progessing effects possible under OpenGL in FS2. Well, only with ATI's Smartshader, but it is possible.