DT. Posted October 25, 2014 Share Posted October 25, 2014 Oops I meant dlights and reflection to be separate requests, my bad lol. Yeah I think that guy is trolling, very odd replies.... Link to comment
DT. Posted October 28, 2014 Share Posted October 28, 2014 @@Xycaleth Hmm, either I'm not doing this properly or cube mapping is now broken. I get this whether r_cubemapping is 0 or 1: Here's my misc_cubemap ents in radiant: My sphere shader: textures/cubemaptest/cubemaptest { qer_editorimage textures/cubemaptest/cubemaptest { map $lightmap } { stage diffuseMap map textures/cubemaptest/cubemaptest blendFunc GL_DST_COLOR GL_ZERO } { stage specularmap map textures/cubemaptest/cubemaptest specularReflectance 0.25 specularExponent 8192 } } z3filus likes this Link to comment
Xycaleth Posted October 28, 2014 Share Posted October 28, 2014 I think I've broken dynamic glow recently, I might have broken cube mapping as well. I'll need to take a closer look. DT. likes this Link to comment
z3filus Posted October 31, 2014 Share Posted October 31, 2014 recent comments removed? Link to comment
Circa Posted October 31, 2014 Share Posted October 31, 2014 Stay on topic. DT. and therfiles like this Link to comment
DT. Posted November 4, 2014 Share Posted November 4, 2014 SmileTheory has been updating ioq3's rend2 recently: https://github.com/SmileTheory?tab=activity Link to comment
Xycaleth Posted November 4, 2014 Share Posted November 4, 2014 I've seen, but I don't feel like they're relevant for now. Especially with my major changes incoming in a few weeks. Archangel35757 likes this Link to comment
Xycaleth Posted November 4, 2014 Share Posted November 4, 2014 Ya, I'll be generating GLSL shaders from the Q3 shaders so that the majority of them can be run with a single render (multi-stage shaders generally need to be rendered multiple times to get the same effect). This should hopefully allow for some better optimizations. Boothand, Stoiss and DT. like this Link to comment
hopeufindyerdad Posted November 4, 2014 Share Posted November 4, 2014 This is amazing. I've been following for a while, can't wait to get back into playing. Y'all are great. Link to comment
z3filus Posted November 5, 2014 Share Posted November 5, 2014 This is amazing. Major modifications for JediKnight are always exciting to follow but many of us can only do as much, sadly, I see many empty seats around me.MoviBattles as a good example: it wasn't done overnight, and many got fed up with this game and didn't have time to wait for reasons to stay. But clearly MB belongs to JK HALL OF FAME. I just hope to see rend2 released before I get fed up as I grow up. Been around for over 10 years already.The reason I keep my profile here, and work on my own modifications, is the thought of Counter-Strike in the back of my head. SW7 is a good reason too. Bek likes this Link to comment
DT. Posted November 12, 2014 Share Posted November 12, 2014 IOQ3 has added parallax occlusion mapping, pretty cool. Link to comment
ensiform Posted November 17, 2014 Share Posted November 17, 2014 Not strictly speaking rend2 but I know people have complained about this issue:https://github.com/ioquake/ioq3/commit/c787cf3aef0daa32478f90a5f43fb794ff6b5313Will probably apply to rend1 soonish. Don't think it applies to r2. Archangel35757 likes this Link to comment
DT. Posted November 17, 2014 Share Posted November 17, 2014 I never noticed it, but then again stencil shadows are pretty bad so I don't use them. Link to comment
Exmirai Posted November 17, 2014 Share Posted November 17, 2014 How about HBAO+ ?https://developer.nvidia.com/content/nvidia-shadowworks-hbao-23-released Link to comment
Xycaleth Posted November 17, 2014 Share Posted November 17, 2014 How about a working renderer first Omicron and DT. like this Link to comment
Exmirai Posted November 17, 2014 Share Posted November 17, 2014 Its working now, isnt it? Link to comment
Xycaleth Posted November 17, 2014 Share Posted November 17, 2014 It's nowhere near finished. Link to comment
ensiform Posted November 17, 2014 Share Posted November 17, 2014 Who has a model that exceeds 500 verts when using stencil ? (IE it does not work) Would like to test before I push the commit. Archangel35757 likes this Link to comment
DT. Posted December 24, 2014 Share Posted December 24, 2014 @@ensiform Check out NeoMarz's models, they should have some parts that have exceeded 500 verts. @@Xycaleth I noticed this commit for ioq3: https://github.com/ioquake/ioq3/commit/84206c859822beb557763b2af607e79720c6d0e4 Everyone's looking forward to updates for rend2 in the new year, keep up the good work guys. Archangel35757 likes this Link to comment
ensiform Posted December 24, 2014 Share Posted December 24, 2014 @@Xycaleth I noticed this commit for ioq3: https://github.com/ioquake/ioq3/commit/84206c859822beb557763b2af607e79720c6d0e4 Everyone's looking forward to updates for rend2 in the new year, keep up the good work guys. Most likely Xyc won't be using any of the ioq3 rend2 commits anymore. Link to comment
Xycaleth Posted December 24, 2014 Share Posted December 24, 2014 Right, I'm hoping to redo a lot of the code so the changes probably won't be applicable anymore. Archangel35757 likes this Link to comment
DT. Posted December 24, 2014 Share Posted December 24, 2014 Ah ok, well looking forward to seeing it. Any testing you need, let me know. Link to comment
DT. Posted January 18, 2015 Share Posted January 18, 2015 Can someone please tell me what exactly is broken about r_dlightmode 2 (assuming that would give shadow projection from dynamic lights besides the sun)? Boothand likes this Link to comment
Xycaleth Posted January 18, 2015 Share Posted January 18, 2015 Is it broken? It's not casting shadows because that code was never finished in the original rend2. Link to comment
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