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FEATURE: OpenGL 3 Renderer


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Posted

No human word can describe that awesomeness.

I'll give it a go...

 

HOLY SHIT!

 

:P

 

Seriously that to me looks close to something outta UE4, fantastic work SomaZ!

Ramikad and SomaZ like this
Posted

@@SomaZ - you mean Albedo is missing, correct? :winkthumb:

 

Keep up the great work!

Nope, I mean the diffuse part of the IBL ( Image based lighting). IBL is split into diffuse irradiance and specular reflectance. But thats nothing an artist hast to worry about. You see the albedo part working, because the objects are colored by a texture right? :P
Tempust85 likes this
Posted

Why is Anakin not reflected in the shiny mirror-like object? Also, somebody needs to re-texture that anakin... as his clothing looks made out of rubber. (or use another PBR model). Maybe ask Scerendo to upgrade his Aayla Secura and/or Quinlan Voss models with PBR materials

Posted

Reflections are another can of worms :D they don't just happen automatically

...but when he ignites the lightsaber at start, he does appear vaguely in the middle, duller spheroid object (or was that only the saber blade? ...hard to tell)-- so why is that? Hmm... maybe Anakin is a Vampire (and doesn't cast reflections)?

Posted

...but when he ignites the lightsaber at start, he does appear vaguely in the middle, duller spheroid object (or was that only the saber blade? ...hard to tell)-- so why is that? Hmm... maybe Anakin is a Vampire (and doesn't cast reflections)?

 

Seems to be the effect of the lightsaber's dynamic lighting. So that's probably env / cube mapping.

Posted

...but when he ignites the lightsaber at start, he does appear vaguely in the middle, duller spheroid object (or was that only the saber blade? ...hard to tell)-- so why is that? Hmm... maybe Anakin is a Vampire (and doesn't cast reflections)?

That's a specular highlight
Posted

Anything that isn't textured with PBR in mind will look wrong. My Kyle for instance, is uber shiny like he just got out of a bowling ball polisher. :lol:

 

 

 

 

Sure hope other SP/MP projects will want to use GL2, it can easily be ported. I'd like to see GL1 completely scrapped for JKA at some point, as it already is for this project. ;)

minilogoguy18 likes this
Posted

Like I posted in another thread but it probably went right over peoples heads, there is so much frankensteining going on with old models that they're pumping all these "new" models out using the old render engine with probably no idea that it's all going to be outdated very soon.

Posted

Like I posted in another thread but it probably went right over peoples heads, there is so much frankensteining going on with old models that they're pumping all these "new" models out using the old render engine with probably no idea that it's all going to be outdated very soon.

Allready looking forward to the flood of Frankensteiners going "Y it luk bäd?" After realising frankensteined JKA models won't cut it for GL2.

Archangel35757, Tempust85 and SomaZ like this
Posted

No one wanted to/knew how to/had time to do it.

 

...but then came along @@SomaZ -- nice thing is... he can take @@Xycaleth's new ModView repo as a baseline to start from.  I would suggest this after the renderer is considered complete or stable.

Posted

Hm, the list for gl2 in my head is quite long. Never thought of whats after finishing it, cause it will take alot of time. Pushing gl2 into modview sounds most reasonable. :)

Posted

I will update my build on GitHub, when its more cleaned up. I could provide a DL link then. Maybe just go with DF2 test build. The latest stable version is there, I guess.

Posted

When SomaZ has uploaded it, I'll merge it into the main df2 code. :)

 

Btw @@SomaZ did you fix the cascaded shadows mess up you did when porting the 4th cascade?

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