Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Carl on April 26, 2006, 04:34:51 am

Title: Fresnel Reflection?
Post by: Carl on April 26, 2006, 04:34:51 am
Would it be possible to do this? Have the environment map's reflection intensity based on the angle of incidence, to better mimic how paint on a starship would reflect light, as well as the cockpit.
Title: Re: Fresnel Reflection?
Post by: Cobra on April 29, 2006, 02:12:26 pm
you mean like how it looks when you're passing a star while in LDS in I-War 2?
Title: Re: Fresnel Reflection?
Post by: FireCrack on April 29, 2006, 02:41:09 pm
^No.


Like how say glass is reflective if you look at it from a realy shallow angle..
Title: Re: Fresnel Reflection?
Post by: CP5670 on April 29, 2006, 02:42:23 pm
It would be nice to first get normal environmental mapping working again. :p
Title: Re: Fresnel Reflection?
Post by: neoterran on May 03, 2006, 10:22:34 pm
environmental mapping didn't look very good, imo. I mean, sure, it had an initial wow factor, but the fact is that spaceships in reality would not look like that shiny and reflective in space. They'd look more dirty and dingy, for real.
Title: Re: Fresnel Reflection?
Post by: Flaser on May 04, 2006, 06:13:27 am
environmental mapping didn't look very good, imo. I mean, sure, it had an initial wow factor, but the fact is that spaceships in reality would not look like that shiny and reflective in space. They'd look more dirty and dingy, for real.

Guess you never saw ships properly mapped, right?
The same happened when shine mapping was introduced.

Env mapping used the alpha channel of the shine map for intensity.
Title: Re: Fresnel Reflection?
Post by: gevatter Lars on May 04, 2006, 11:15:09 am
Got a question about Env maps...if I am informed right they where only in D3D mode but not openGL or was it the other way around?
Title: Re: Fresnel Reflection?
Post by: Flaser on May 04, 2006, 12:52:20 pm
Got a question about Env maps...if I am informed right they where only in D3D mode but not openGL or was it the other way around?

Correct.
Title: Re: Fresnel Reflection?
Post by: neoterran on May 04, 2006, 02:18:06 pm
environmental mapping didn't look very good, imo. I mean, sure, it had an initial wow factor, but the fact is that spaceships in reality would not look like that shiny and reflective in space. They'd look more dirty and dingy, for real.

Guess you never saw ships properly mapped, right?
The same happened when shine mapping was introduced.

Env mapping used the alpha channel of the shine map for intensity.

Hmm.. maybe I didn't. I did see the effect of reflected nebulas on the fenris' hull in the first mission of derelict when enabling ENV mapping in direct 3D, but I long since switched to OpenGl for various reasons, and I was under the impression it was broken in Direct3D now anyway. Got any screenshots you'd like to post ?
Title: Re: Fresnel Reflection?
Post by: Carl on May 15, 2006, 10:29:12 pm
Got a question about Env maps...if I am informed right they where only in D3D mode but not openGL or was it the other way around?

Correct.

That's really doesn't answer the question as well as you meant it to.
Title: Re: Fresnel Reflection?
Post by: taylor on May 15, 2006, 10:39:58 pm
That's really doesn't answer the question as well as you meant it to.
Strangely enough, it's correct on both counts now.  Previously it was D3D only that supported envmaps and OpenGL didn't.  As of this past weekend OpenGL does but the D3D code has been disabled since it hasn't been upgraded to work with the new envmap improvements, and it may never be.