Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Bobboau on February 06, 2005, 08:51:24 pm
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yeah it looks prety crapy right now (and only works at all in the tech room), and the fix was extreemly hacky :doubt:
[edit]ok it looks fine now and works somewhat in mission too
http://freespace.volitionwatch.com/blackwater/fs2_open_r_sf1.zip
Added to the website.//redmenace
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So, this build is intended to allow Shinemaps for ATI cards using Radeon drivers above 4.4... correct? Or, is this an attempt to impliment the pixel shaders (or whatever) that were discussed as a another solution to this problem, with additional performance and image quality gains as well? Will I notice anything if I'm using the 4.3?
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you'll notice shine maps and lighting in general is realy ****ed up
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hmm, I figured out what was causeing the stupid lighting problem, the zip has been updated, will someone with more forumical powers fix the title for me?
shine maps should now work on cats > 4.4... sort of, it will only use the first sun it sees and it will always be white, irrespective of what it realy should be, next weekend I'll work on getting this properly working, but now I realy need to get started on some homework, but I would realy aprichiate some people downloading this and telling me what they see, the quality of the spec maps should be slightly better than the standard (ignoreing the lack of color and only suporting one directional light)
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hve you managed to get around to commiting submodel animations? just curious :D
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eh, no, but I split my code base off before I started this so you don't have to worry about me going off on a tangent and looseing all the animation code.
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Woah, didn't see this coming. I'll take a look.
EDIT: Ok, this is what I've seen.
The Good:
-It works! Finally, a little shine on my X800XT! It does actually look better.
The Bad:
-Backgrounds in missions are completely FUBAR'd. Instead of nice pretty nebulas I'm getting squares of basic color interlaced with black. Suns work, but not nebulas, using lightspeed's sets.
-OGL is broken. Crashes whenever I try to get anywhere 3d-related.
The Ugly:
-I'm assuming this is not a fresh CVS branch, as the show missile code is still very present. And quite frankly, it looks absolutely horrible on meshes not specifically designed for the feature. Not related to the effect though, so not terribly important. Likewise none of the recently-committed changes (like the tester feature, which I have come to love) are here. But you know that already.
-Well, this: Note the sun showing through the model, as well as other model parts shining through in places. Also shows the nebula mess.
(http://www.duke.edu/~cek6/bleh.jpg)
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Originally posted by StratComm
-OGL is broken. Crashes whenever I try to get anywhere 3d-related.
Are you using -novbo? If not then use it. I fixed a memory leak which in turn broke the VBO fix so it will crash when entering a mission. The techroom should work fine, just trying to get in a mission will hit the bug.
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I prety much assumed that anything other than models would be totaly killed, I'm kind of suprised the 2d interface still works at all.
I'll get my animation code finalised, finish the misle code, then I'll get to work on implementing this in a non-test environment, as it seems to be working.
one last thing I'm wondering about are there any perfomence changes, I actualy expect this to run quite a bit faster that the 'normal' builds as it's doing everything in one rendering pass
oh, and this is an actual vertex shader BTW, it was a ****ing pain in the ass to get it working, this is by no means the vertex shader system I had envisioned, it's more of a hack implementation
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Originally posted by taylor
Are you using -novbo? If not then use it. I fixed a memory leak which in turn broke the VBO fix so it will crash when entering a mission. The techroom should work fine, just trying to get in a mission will hit the bug.
Using OGL here as well, -novbo didn't fix it :(
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Well, I'm not a radeon guy, but I was testing this out. Actually, It's a good bit of a performance hit. Could be for any number of reasons though. If it's offloading work formerly done by the CPU to the GPU or pixel shader, then I'd expect that giving how mismatched by CPU and GPU are.
Performance hit varies a good bit. Goes from around 50-70 fps in apocalypse to 30-50 in this build.
I suspect though, that the problem is heavily related to whatever's causing the background images to look like that - "Surrender, Belisarius" takes a very large fps hit (120 normal build, 50-60 in this) except when I'm looking at an area with no background in sight, at which point it returns to 120 fps. Considering how few models there are in that mission, it's hard to imagine that kind of hit could be caused by poly alone.
Specs: A64 Winchester 3200+, 1 GB RAM, Geforce3 Ti 200.
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Originally posted by Bobboau
oh, and this is an actual vertex shader BTW, it was a ****ing pain in the ass to get it working, this is by no means the vertex shader system I had envisioned, it's more of a hack implementation
Can you implement my dot3 vertex shader now? ;7
http://www.hard-light.net/forums/index.php/topic,29853.0.html
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em... maybe... I'll have to look into what all needs to be done.
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Maybe you can use this:
http://personal.telefonica.terra.es/web/codegarrofi/perPixelLighting/perPixelLighting.htm
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Sorry bob, I thought my forumical powers could fix the problem.
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Can I just say that I'm really glad you're trying to solve this one for those of us who are using later driver builds. I sorely miss the shinemapping and appreciate the extra effort involved.
Cheers!
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is it working for you?
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Works for me, in the techroom at least, looks much better.
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It's working. I've been so long without shinemaps that I find it less impressive that the original version though. Can't tell if that's cause it's not working 100% or if it's cause I got used to shines and now they don't impress me as much :)
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It actually may have to do with the fact that Lightspeed and DaBrain have turned down the shines on ships so heavily. We used to have the spec highlights and otherwise huge shines, but with the good maps we have now things look much more subtle. It's harder to get blown away by the effect now, but it makes things look much better overall.
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Hmm. Is it just me, or does this look better than the shinemaps in OpenGL somehow?
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Originally posted by Ransom Arceihn
Hmm. Is it just me, or does this look better than the shinemaps in OpenGL somehow?
Hopefully. OpenGL will get shaders at some point as well so it wouldn't surprise me a bit if this rendered a bit better and faster. In fact I hope it looks much better since that will make it worth the extra effort it will take to get a good solution implemented.
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now, actually put it in, instead of just hacking, like you did with shadows
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this was a hack implementation too, I mearly intend on getting what's broken fixed, so if it a bit hack I think it's ok, hopefuly the current rendering system will be rebuilt soon.
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The shine mapping looks fantastic, with this build. Too bad it's not merged with the Realistic Light Model code... (or is it?)
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im on a radeon 9000 and all i get are textures that rapidly blink to transparency,
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Originally posted by Bobboau
one last thing I'm wondering about are there any perfomence changes, I actualy expect this to run quite a bit faster that the 'normal' builds as it's doing everything in one rendering pass
I got a pretty serious perfomance drop, especially when the interlaced squares (nebula bgs) were in view - down to 10 FPS, even though, using the PCX nebulae and Goobs last super secret build, I was averaging around 70. I'm using a Radeon 9200 btw.
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I have to try this soon.
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ignore the messed up backgrounds, make a test mission with just ships in it.
I just moved that code back into the backup, I need to finish what I had already started on before moveing on to this
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radeon 9000, and kudos to you guys for making this work :)