Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on March 16, 2005, 02:55:53 am

Title: Fun with -clipdist
Post by: WMCoolmon on March 16, 2005, 02:55:53 am
If you want to reduce shimmering at a distance (ie make ships further away look better) set it to something like 3...most of the time, ships won't get close enough for it to be a problem. Ship lightning also looks very, very nice.

If you want techroom weapons to work better - at the cost of ships looking good - set it to something lower than 1.0 (My next build will do this automatically, this may fix the problem of disappearing weapons with -ship_choice_3d.)
Title: Fun with -clipdist
Post by: Grug on March 16, 2005, 03:08:11 am
Mmk.

This reminds me though, what exactly does the -rlm lighting flag do?
Title: Fun with -clipdist
Post by: karajorma on March 16, 2005, 03:14:12 am
IIRC it stands for Realistic Lighting Model (Mode?). I've got no idea beyond that though.
Title: Fun with -clipdist
Post by: Grug on March 16, 2005, 03:30:50 am
Aye that's what it says in the launcher, but I still have no clue what it does... :blah:
Title: Fun with -clipdist
Post by: taylor on March 16, 2005, 08:34:11 am
Quote
Originally posted by Grug
Aye that's what it says in the launcher, but I still have no clue what it does... :blah:

It's for OpenGL only.  It switches from an infinite viewpoint (the default) to a local viewpoint for lighting calculations.  A local viewpoint requires lighting calculations to be done per vertex and so takes a performance hit but it gives much more realisitic lighting.  With the current hardware needed to play the game that performance hit is barely noticeable.  The -rlm option is going to eventually (pretty soon since no problems have been reported) be made default with a -norlm option available for those people needing/wanting to squeeze a bit more speed out of the game at the cost of visual quality.
Title: Re: Fun with -clipdist
Post by: aldo_14 on March 16, 2005, 08:38:00 am
Quote
Originally posted by WMCoolmon
If you want to reduce shimmering at a distance (ie make ships further away look better) set it to something like 3...most of the time, ships won't get close enough for it to be a problem. Ship lightning also looks very, very nice.

If you want techroom weapons to work better - at the cost of ships looking good - set it to something lower than 1.0 (My next build will do this automatically, this may fix the problem of disappearing weapons with -ship_choice_3d.)


Will this help with the cockpit problem (in the support) atall?
Title: Fun with -clipdist
Post by: Starman01 on March 16, 2005, 10:21:26 am
And will it also help against the flickering glow-maps ?
Title: Fun with -clipdist
Post by: WMCoolmon on March 16, 2005, 05:29:37 pm
aldo: http://www.hard-light.net/forums/index.php/topic,31298.0.html

If you use clipdist with a value of 0.05 (the value used for ship cockpits) it should fix all cockpit clipping errors. But due to the nature of the zbuffer, ships any distance away will probably look crappy. The above build should fix that problem by clearing the zbuffer and rendering the cockpit last.

Starman01: Possibly, try it and find out. ;)