Exmirai Posted March 18, 2016 Posted March 18, 2016 @@Raz0r like you did in QtZhttps://www.youtube.com/watch?v=uv8WbnRvDMM
ensiform Posted March 18, 2016 Posted March 18, 2016 Will only be seamless for players using newest JA++ client where the prediction is added afaik.
Raz0r Posted March 19, 2016 Posted March 19, 2016 Pretty sure I made some minor engine changes too. @@Didz poked it a bit in JA getting portals to render correctly, he may have something to say.
ensiform Posted March 19, 2016 Posted March 19, 2016 FYI the camera portals don't work if you use dynamic glow feature.
Eternal Posted March 19, 2016 Posted March 19, 2016 I swear I've seen this somewhere before. Not in JA, but some other game.
mrwonko Posted March 19, 2016 Posted March 19, 2016 FYI the camera portals don't work if you use dynamic glow feature.That's a weirdly specific issue... We should see about getting that fixed.
Raz0r Posted March 19, 2016 Posted March 19, 2016 I swear I've seen this somewhere before. Not in JA, but some other game.Prey, Xonotic/Nexuiz, etc mrwonko and eezstreet like this
Xycaleth Posted March 19, 2016 Posted March 19, 2016 Portal Omicron, mrwonko, Raz0r and 1 other like this
ensiform Posted March 19, 2016 Posted March 19, 2016 That's a weirdly specific issue... We should see about getting that fixed.https://github.com/JACoders/OpenJK/issues/471
Raz0r Posted March 20, 2016 Posted March 20, 2016 PortalWhat's that? Is that like a movie? I bet it's a trilogy like everything else these days huh. mrwonko and eezstreet like this
mrwonko Posted March 20, 2016 Posted March 20, 2016 What's that? Is that like a movie? I bet it's a trilogy like everything else these days huh.I think he misspelled Postal. I didn't know that had portals though...
Didz Posted March 21, 2016 Posted March 21, 2016 Pretty sure I made some minor engine changes too. @@Didz poked it a bit in JA getting portals to render correctly, he may have something to say. I got portals rendering on quads and that's about as far as I think I got: It had trouble rendering multiple portals at once and recursive portals, so it was basically with the same limitations as basejka misc_portal entities. The engine source code wasn't out at this point but in the Q3 source code I believe there's a single if statement that limits how many portals can be rendered at once to 1 (which also prevents recursion). This rendering experiment wasn't done with the portalmod source code, so there was no moving through portals here. Also I wasn't sure how I'd fix issues like this, where the result of one portal renders through another: In the 21st century, you'd probably do this with stencil buffers to limit the rendering of each portal to within their "viewport". Maybe this already happens and there needs to be multiple "levels" of stencil to handle distinct portals. Stoiss and eezstreet like this
mrwonko Posted March 25, 2016 Posted March 25, 2016 Well, since portals work by first drawing the scene they're linked to and then the original scene on top of it, there's really no way to have multiple at once without engine changes.
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