float depthOffset = radius - sqrt(
pow( radius * ( abs(0.5 - gl_TexCoord[0].x) * 2 ), 2 ) +
pow( radius * ( abs(0.5 - gl_TexCoord[0].y) * 2 ), 2 )
);
Yet another reason why using particles for explosions is a bad idea...Err, what? What Valathil brought up is being fixed right now.
Yet another reason why using particles for explosions is a bad idea...Err, what? What Valathil brought up is being fixed right now.
The fact that we use particles for a lot of explosions (such as missile and flak explosions) has a number of annoying consequences. Ship explosions cast light, for example, but missile explosions do not (no particles cast light). Particles are orientation-less: if you are rolling while viewing them, the explosion rolls with you. I think particles also don't render if they are just barely off the edge of the screen, so they can sort of "pop" into existence in an odd-appearing way.
That said, last time I looked at particles was about a year ago, so perhaps some of those annoyances have already been fixed (or will be soon). :yes:
you have implemented this on thrusters, right?
REALISM ?
IN MAH FREESPACE ?
Not yet but I can do that real quick.
Oh god, he linked to TVTropes.I already read these trope pages in the past, and thus dont need to click!
We're all doomed.
Hourglass poofs!They look more like the Prophets' Orbs from DS9.
By taking the scene's depth buffer into account. If the bitmap to be rendered is inside another object, it gets progressively more transparent.
so, fun fact, I cant seem to find the soft-f.sdr/soft-v.sdr, and also latest builds disable all shaders if these files are not present because they bypass the normal error control.
Engine glows appearing past the warp plane has been fixed and committed to trunk.Nope.
What do you mean I fixed half the ships warping in? What are those screenshots supposed to show me? Does it not work for the Homeworld warp type? Does it not work for all warp types? Does this happen when ships are warping in? Warping out?The ships on the left work properly, when warping in. the ships on the right dont. I have only tested with the Homeworld warp type.
Don't just say "nope" and give me a bunch of screenshots to decipher.in short, ships on the left work properly, the ships on the right dont.
EDIT: What build did you run anyway? Something beyond Revision 7590?self-compiled inferno sse2 antipodes based off of revision 7596.