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FEATURE: OpenGL 3 Renderer


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Posted

Well seeing as we aren't using in-game cinematics (at least for a while or possibly at all), wrinkle maps should be at the bottom of the priority list. Will be great for other mods, though.

 

SomaZ's WIP list is pretty much listed in order, intentional or not. :P

That's fine.

Posted

Updated the list. I have changed the order of entries in WIP to reflect my opinion on priorities.

Posted

@@SomaZ - fair enough... normal wrinkle maps (Oat's implementation) should go hand-in-hand with the standard normal map stage (...as it's just additive blending with the base normal map based on the current facial expression).

Posted

@@DT85 Had the same idea yesterday evening.

About uniqueOne. I doubt he will help much, because he's pretty busy with his own renderer. I also think that his scope for a renderer is different than mine. His renderer tends do go very colorful and vibrant. Ours should go in the direction of photorealism, very detailed in shades not only colors. I might be wrong about his scope.

  • 2 weeks later...
Posted

Got a working version of OpenDF2 on Linux. I builded a second computer and didn't want to put a Windows on it. Now I can test performance optimizations on a slower computer. If anyone is interessted in the linux build I could upload it somewhere.

Posted

Long answer, I don't want to port it, because this system is not precise enough imo. I will probably build a similar system, but this is a lot of work too. Also I'm not sure right now how well this will work with the new light system. I'll add it to the wishlist.

minilogoguy18 and Tempust85 like this
  • 3 weeks later...
Posted

Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering?

Posted

Looks good but it still has that static JA water behavior. Any way to get it to move and react more to the player? Or is that something related more to physics rather than rendering?

 

Yea, thats a thing for rendering, I also thought about it. As I said in the description of the video, this is a very early wip and I'm not sure if I scrap it completely and write a complete new water shader.

Posted

Yea, thats a thing for rendering, I also thought about it. As I said in the description of the video, this is a very early wip and I'm not sure if I scrap it completely and write a complete new water shader.

Could see if you can steal from some minecraft shader mods, take a look at SEUS v11.

Droidy365 likes this
Posted

There's a bunch of shaders for different things you could steal from unvanquished. I think they have light ents as well if you wanted.

  • 3 weeks later...
Posted

Well, I got a new patch from ioq3 working in our GL2 renderer. I needed to change few more things to make it work, but it does now.

 

 

4IbxsaL.jpg

 

 

 

This enables cg_shadows 3 to work again. I know this is not really what we want, but:

tumblr_lgedv2Vtt21qf4x93o1_40020110725-2

  • 3 months later...
Posted

25rfaxy.png

 

Not sure why, but the ceiling is still getting light even though the light fixture should be blocking it from the dlight ent.

Posted

25rfaxy.png

 

Not sure why, but the ceiling is still getting light even though the light fixture should be blocking it from the dlight ent.

Maybe because there are no dlight shadows atm? :P
Posted

Shouldn't the light get blocked by the light fixture with or without the dlight shadows?

 

Its like the game thinks the fixture isn't even there in the first place.

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