Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Gast9991 on October 25, 2005, 12:17:09 pm

Title: shader
Post by: Gast9991 on October 25, 2005, 12:17:09 pm
hi

i know there is much other to do but anyone think that its possible to implement pixelshader into FS_open

i think the ogre3d pixel/vertexshader is not bad it features all needed version of shader 1-3 so there can done for much gfx cards

i hope someone can impliment the ogre3d "shaderengine"
its realy interrest what can done all with shaders ;)
an space sim can use them really good lens flare, glow,prozedureal materials, explosions, laser fire, missle trail, ...
all is possible as shader

PS: Sorry for bad english its terrible
Title: shader
Post by: aldo_14 on October 25, 2005, 12:39:31 pm
I don't think the SCP has any intention of incorporating a 3rd party gfx engine like Ogre3D (partly for simple reasons of existing structure), but I think pixel shaders may be added at some later stage.
Title: shader
Post by: DaBrain on October 25, 2005, 12:56:44 pm
Adding pixel shader support to the engine looks like an extremely difficult task (and as far as I understand it, it really is), but Bobboau already did some incredible stuff. I'm confident  that Bobbou will complete his material system, which supports pixel shader.

:)


Adding a new graphic engine is not an option.
Title: shader
Post by: Gast9991 on October 25, 2005, 02:45:09 pm
hi

yes its not an grat idea ;)
i have opend the source code and read some about partikles and so on
how does it work does it use the pixel shader or is it an other technic ???
i only understand a very little programm so im not sure what it really does ;) but it looks like an partikel system or so
Title: shader
Post by: CP5670 on October 25, 2005, 03:02:51 pm
I think Bobboau had said that he had plans to add in DX pixel shader effects at some point but it would be some time before he got around to it.

The one thing I would really like to see is light blooming, which appears in the Splinter Cell games for example. The parallax mapping effect seen in some modern games would also look very nice.
Title: shader
Post by: Gregster2k on October 26, 2005, 11:43:04 am
Personally, I don't like light blooming, its more like a fake version of realistic lighting more than anything (SEE ALSO: Deus Ex: Invisible War's horrendous bloom implementation). It tends to wash colors out, not make light look "real."

I would fall to my knees and worship the coders if they manage to implement real HDR lighting (not bloom, there is a difference (SEE ALSO: Half-Life 2: Lost Coast)) into FreeSpace 2...it would be an instant facelift to everything.
Title: shader
Post by: Mr_Maniac on October 26, 2005, 12:36:25 pm
Hey... Where's the Banner?
Here it is:
:welcome:

Oder wurdest du bereits begrüßt ;)
Title: shader
Post by: CP5670 on October 26, 2005, 02:41:15 pm
Quote
Personally, I don't like light blooming, its more like a fake version of realistic lighting more than anything (SEE ALSO: Deus Ex: Invisible War's horrendous bloom implementation). It tends to wash colors out, not make light look "real."

I would fall to my knees and worship the coders if they manage to implement real HDR lighting (not bloom, there is a difference (SEE ALSO: Half-Life 2: Lost Coast)) into FreeSpace 2...it would be an instant facelift to everything.


DXIW's bloom was really bad. The whole graphics engine was garbage, for that matter. Look at Splinter Cell Chaos Theory for a better example of the effect.

HDR lighting would be pretty cool though. HDR as used in current games seems to do two separate things, the view bloom (different from the constant bloom around light sources) and the realistic lighting. I don't like the view bloom but the lighting looks excellent.
Title: shader
Post by: FireCrack on October 26, 2005, 03:03:40 pm
Bloom and HDR have nothing fundemental to dwo tih eachother...