Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bryan See on July 08, 2015, 11:00:35 pm
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Hello,
Everytime I get a FSO 3.7.3 nightly build revision, I came into various problems of model rendering.
When I got into the ship lab (F3), I noticed the models are stationary, with subparts being moved around. Also, during missions, no models were appeared. No deferred lighting and shadowing that Swifty implemented it. That was very disappointing to me.
I'm using it to test my mods in development, namely Shattered Stars. I hope I'm not the only one who encountered this problem and that someone will fix them as soon as possible.
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Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
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Judging from the attached file, excluding the table parsing errors which I can handle easier (including weapons which are still in WIP), the programmable shaders are the culprit. Those from Kobrar44 seems to be outdated at the least, due to Swifty introducing deferred lighting and shadows, and physically-based rendering. How am I going to create shaders in accordance with these changes in FSO's renderer?
I've changed this topic's title into "External shaders using Swifty's Deferred Lighting and Shadows and PBR", which is more appropriate to me. The model was fixed some time ago, sorry about that.
[attachment deleted by nobody]
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Deferred lighting and shadows have made it into master and are in nightly builds, PBR code has not yet.
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Judging from the attached file, excluding the table parsing errors which I can handle easier (including weapons which are still in WIP), the programmable shaders are the culprit. Those from Kobrar44 seems to be outdated at the least, due to Swifty introducing deferred lighting and shadows, and physically-based rendering. How am I going to create shaders in accordance with these changes in FSO's renderer?
Short answer: You don't. Right now, the render pipeline is subject to change, and we discourage writing your own shaders because they're going to be unusable once PBR hits. You can try to get the shader code from the built-in ones and adapt them, but be aware that we can make no guarantees that they will continue to work.