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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Pnakotus on June 20, 2006, 09:21:54 pm

Title: OGL/DX shader question
Post by: Pnakotus on June 20, 2006, 09:21:54 pm
Not knowing anything about newer OGL, can anyone tell me if it matches the featureset of later DX versions?  I ask because we've had excellent progress with OGL, but from my perspective the engine has started to date due to lack of post shaders.  I'm curious if OGL is capable of those kind of effects, because modern games all use them, modern cards can use them for negligible performance hit, and they make the otherwise average models and textures in many games look like the sex.
Title: Re: OGL/DX shader question
Post by: taylor on June 20, 2006, 09:57:51 pm
It's not a problem for OGL, it's just a matter of whether a particular video card supports shaders or not.  But the big problem is coder support, there is none.  I'm about the only one working on OGL and I have zero time to learn a shader language, program all of the effects, and bug test it.  I've already got enough to do and I'm not going to tackle this.  At least not anytime soon.  So unless someone else steps forward to code up shader support, the question is moot.
Title: Re: OGL/DX shader question
Post by: Pnakotus on June 20, 2006, 10:30:30 pm
My only concern was that the new, excellent OGL support might bite the project in the ass later, but if there's shader support that's fine.  If all it requires is a grand total of more than one OGL coder, I'll get looking. :)
Title: Re: OGL/DX shader question
Post by: taylor on June 20, 2006, 10:43:11 pm
So far the only thing that's bitten us in the ass is DX support.  OGL is required for cross-platform support so it's not going anywhere.  It supports everything we need, so long as someone actually knows how to do it.
Title: Re: OGL/DX shader question
Post by: CmdKewin on June 21, 2006, 05:50:11 am
...It supports everything we need, so long as someone actually knows how to do it.

Which is was i told my CG Course Professor, 2 years ago... he couldn't believe that what i was showing him (a simple particle effect) was even possible, in OGL... but that's what you get from someone who thinks he his still in the seventies....
Title: Re: OGL/DX shader question
Post by: pecenipicek on June 21, 2006, 06:30:50 am
okay, so, lets get this straight, OpenGL is in no way behind in features that DX has?


and it runs bajilion times faster? yayness :D
Title: Re: OGL/DX shader question
Post by: Bobboau on June 22, 2006, 05:51:19 pm
I should mention that I have removed my objection to removeing D3D, due to my inactivity.
Title: Re: OGL/DX shader question
Post by: Flaser on June 23, 2006, 12:44:09 am
I should mention that I have removed my objection to removeing D3D, due to my inactivity.

IIRC your material system was pretty much (graphic-)API independent.
It was also the base setup needed for a later shader system.
It was also the proclaimed next step in optimizing the render code memory wise.

So what's the status on that one?
IMHO some new/new-old coders would be quite gracious if they could have the could to lead their hand.
Title: Re: OGL/DX shader question
Post by: taylor on June 23, 2006, 01:55:43 am
Just FYI that someone is working on shader support for OpenGL now.  Thankfully.   :)
Title: Re: OGL/DX shader question
Post by: Kaine on June 23, 2006, 02:23:47 am
oh yes. if someone puts in a shader language and externalises it, i'd do my best to find the time to learn it and do some simple stuff (like heat effects from engines, light bending on warp, etc etc)

*dreams of parallax mapping on capitol ships*
Title: Re: OGL/DX shader question
Post by: Pnakotus on June 23, 2006, 02:47:13 am
Woo, really?  Even basic shaders in SCP would be absolutly brilliant.  Go coders! :)
Title: Re: OGL/DX shader question
Post by: Turambar on June 23, 2006, 10:57:48 am
detail textures would be amazingly useful.
Title: Re: OGL/DX shader question
Post by: CP5670 on June 23, 2006, 12:26:47 pm
Yeah, I think a detail texture system would provide an enormous visual improvement, more than anything else I can think of. FS2 would in many ways actually look better than most modern games, which generally have great lighting and special effects but crappy low resolution textures that get blurry at close range.

I think the other thing that would look very nice is static bloom around light sources, the sort of thing that's seen in the Splinter Cell games for example.
Title: Re: OGL/DX shader question
Post by: DaBrain on June 26, 2006, 01:25:45 pm
Bobboau has posted a preview build of this material system a while ago. With detail texture support!

The ground missions in SoL would gain a LOT by using detail textures. Getting shader support is great. I'm willing to learn how to write them.

BTW I just came up with an idea how to create normal maps for FS2 fighters rather fast. Not the perfect way, but at least I could work out normal maps for all textures in a few months.

I already got a normal map for the Perseus. ;)


Shaders will allow a few things, that are not even possible now. A simple screen filter effect could change the look of FS2_open a lot already. Shader effects can do animated stuff way more efficent. Procedural maps... maybe even controlable by scripting... What kind of complex events could be possible with this?

I see a great future for FS2. :)
Title: Re: OGL/DX shader question
Post by: taylor on June 26, 2006, 01:32:07 pm
I already got a normal map for the Perseus. ;)
Well then send it to me and I can start on some bumpmap code.   :)
Title: Re: OGL/DX shader question
Post by: DaBrain on June 26, 2006, 03:28:02 pm
I'm not at my PC. :(

WMC got a normal map from me... but it's for a cargo container. So, just for testing, but maybe it will be enough for you.

I'll try to send you the Perseus map in the next days.
Title: Re: OGL/DX shader question
Post by: wolf on June 26, 2006, 03:55:27 pm
Shaders will allow a few things, that are not even possible now. A simple screen filter effect could change the look of FS2_open a lot already.
For example, sharpen filter:
(http://team.pld-linux.org/~wolf/ifyq4f7.png)
Title: Re: OGL/DX shader question
Post by: DaBrain on June 29, 2006, 07:51:08 am
I already got a normal map for the Perseus. ;)
Well then send it to me and I can start on some bumpmap code.   :)


Mail away. :)

Here is a preview of the Perseus, without textures:
http://video.google.com/videoplay?docid=5046055545984123228
Title: Re: OGL/DX shader question
Post by: scratch on June 29, 2006, 08:48:49 am
Here is a preview of the Perseus, without textures:
http://video.google.com/videoplay?docid=5046055545984123228

Holy cow, this looks great.
Title: Re: OGL/DX shader question
Post by: pecenipicek on June 29, 2006, 04:20:55 pm
JESUS TAPDANCING CHRIST!!!!! :eek:
Title: Re: OGL/DX shader question
Post by: Pnakotus on June 29, 2006, 06:13:56 pm
DaBrain, that's excellent.
Title: Re: OGL/DX shader question
Post by: Zacam on June 30, 2006, 02:21:17 am
And let's not forget that until built-in shader support is available, post-effect 3rd party shaders can be used very well. (for ATI cards, atleast, I don't know what solutions (if any) nVidia utilizes, it's been a year since I've looked into it. And since the FSO is geared towards OpenGL anyway, pssControl2 is a beautiful toy.)

Though, I can't seem to find a download for your modified HDRish .pss file anymore DaBrain, but that's okay, I sorta made my own. :)