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rd-rend2 (old thread)


eezstreet

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Posted

Hah, loved the changes - would be awesome to see how it looks with an optimised bumpmap instead of auto-generated. Any parallax support?

Posted

Yeah, parallax maps should be supported. I don't know to what extent though. I'm still learning the ins and outs of rend2 as I go along fixing things.

Posted

q3map_surfacelight / surfacelight (might not really be used)

 

This is definitely used...although only by q3map2, I dont think it needs to be used for the actual rendering.

Posted

Could we see an example of cubemapping, SSAO (to whatever extent it is working), and maybe the DoF? (I'm ignorant as to progress on any of those things ofc, pardon me if they aren't yet available for viewing)

Posted

Woops, you're right, it doesn't. 
From the readme:
 
 - Compatible with most vanilla Quake 3 mods.
  - HDR Rendering, and support for HDR lightmaps
  - Tone mapping and auto-exposure.
  - Cascaded shadow maps.
  - Multisample anti-aliasing.
  - Texture upsampling.
  - Advanced materials support.
  - Advanced shading and specular methods.
  - sRGB support.
  - LATC and BPTC texture compression support.
  - Screen-space ambient occlusion.

 

So instead of DoF I'm interested in Tone Mapping now :) Also, as always, the GLSL shaders, you have teased me with the normal mapping, now I want to see specular :)

Posted

So instead of DoF I'm interested in Tone Mapping now :) Also, as always, the GLSL shaders, you have teased me with the normal mapping, now I want to see specular :)

See these people always want more, good graphics are never good enough.  They consume, consume consume, eat eat eat.  :P Just kidding pande.

Tempust85 likes this

JKG Developer

Posted

Heh, I nagged Xycaleth and a few others for normal mapping for a long time. They must be sick of me by now. :D

 

 

Normal maps don't work on player models right now, so the new specular may not either. Without the normal mapping, specular won't be that decent anyways. :P

Posted

So, I've been mucking around in ioquake3's rend2

 

24xt.jpg

 

 

What's there:

 

- Diffuse maps (duh)

- Specular maps with gloss

- Normal maps with height

- Real shadows

- SSAO

- HDR

- Anti-aliasing x16

- Image upsampling 2x size, maximum size 1024x (crashes at 2048x)

 

Textures are quake 3's but with touch ups & have been run through crazybump to generate normal, height & specular maps. Not auto generated by rend2.

 

(ignore shadow on the gun, that's due to the player model's shadow)

 

Why am I posting this here? Because all this is possible once rend2 is finished on OpenJK. :P

Posted

Anisotropic filtering is not working in that image? When I tested rend2 openjk it didn't work for me either iirc (unless forced)

Posted

I did add tonemapping stuff to the sky shader, but I think I mucked around with it too much for anything to be noticeable. :P

 

@

 

Oops, I meant Anti-aliasing. Always get those two names mixed up. :P

 

Doesn't look like rend2 (ioquake3) has anisotrophic filtering judging by the readme.

 

 

EDIT:

 

Edited my post above with tone mapping.

Posted

Doesn't look like rend2 (ioquake3) has anisotrophic filtering judging by the readme.

It does. r_ext_texture_filter_anisotropic its supported by the regular ioq3 renderer too, thats why its not listed as specific to rend2.

Posted

There's a few little issues preventing the same look in OpenJK, but those working on rend2's implementation are working hard and progress is being made. :D

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