Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: starbug on June 14, 2006, 04:52:58 pm
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i have been playing TBP in OpenGL to get use of the shinemaps and i have noticed that the ship maps don't seem as crisp or as detailed as when as you play it in direct3d is it just me or is there a difference between the 2 because in Fs2 SCP the opengl is better than the direct 3d.
Also has the pulse turret (ie omegas forward cannons just shooting in a straight line.) problem be resolved yet please don't flame me for asking that?
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i have been playing TBP in OpenGL to get use of the shinemaps and i have noticed that the ship maps don't seem as crisp or as detailed as when as you play it in direct3d is it just me or is there a difference between the 2 because in Fs2 SCP the opengl is better than the direct 3d.
Also has the pulse turret (ie omegas forward cannons just shooting in a straight line.) problem be resolved yet please don't flame me for asking that?
It's been a while since I played under D3D, so I can't vouch for any differences. This kind of question is better suited to the SCP team. As for the turret problem, the Omega is far from the only ship affected by this. Unfortunately, since it is partially a behaviour from Retail, it will take a feature implimentation for us to compensate for this. This has been pointed out to the SCP team as a major concern to the TBP team.
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There is a difference between the shinemaps in each mode. Seeing as D3D is well on it's way out not many people care though :)
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Definitely OpenGL for me...... :yes:
If I remember correctly, the SCP crew is going to eventually drop the support for the D3D ?
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Dynamic lighting (from explosions and weapons) in D3D is almost non-existant, so go with OpenGL for a spectacular light show.
Shinemaps looks slightly different in OGL and D3D, but it's more a matter of taste.
If you encounter blurry textures on polygons viewed at a sharp angle, that's caused by mipmapping in OGL. To get rid of it, set your texture filtering to trilinear. Newer builds do this by default, IIRC.
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Or you can get the newest build (RC:2 last I checked) and launcher, and you can set your texture filter from the video tab.
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I prefer Open 3d and Direct GL myself :o
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Didnt the swarm and swarm wait tags used to work when 3.0 was released though?
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I've noticed that OpenGL leaves a black block around individual particles like when a ship is damaged and leaving a fire trail for instance. Unless I've enabled something I'm not supposed to?
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That might be something that needs to be turned off, unless other people get the same prob, I dont personally.
Try disabling all features and enabling one at a time to see what causes it...
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I suspect it may have somethign to do with my not installing the alpha patches for media vps. :rolleyes: I'll see if that does the trick.
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It's a media issue: http://www.hard-light.net/forums/index.php/topic,40563.0.html
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Mine's different to that shown in the screenshot. I'll see if I can post one of my own up later if I haven't sorted it out by then.
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Screenshots come out all messed up and scratchy for some reason. Problem persists with all features disabled, so I'm thinking it's the same problem being discussed in the RC3 thread.
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Screenshots come out all messed up and scratchy for some reason. Problem persists with all features disabled, so I'm thinking it's the same problem being discussed in the RC3 thread.
Can you post a sample image please? And what video card/drivers do you have? The broken screenshots problems should have been fixed in RC3, but that was mostly an issue for OS X.
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http://img149.imageshack.us/my.php?image=screen00005tv.jpg = link to image
Screenshot taken in-flight.
I get the same effect on menu backgrounds when I select certain options, too.
I'm using the latest Nvidia Forceware drivers (afaik) 84.21.