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Xycaleth

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Posts posted by Xycaleth

  1. Taking out the alpha channel doesn't stop depth from being written, even if it's completely transparent. At least I don't think it will.

     

    So yeah, possibly a bug in nvidia's drivers. I'm interested in knowing why so many stages are needed to achieve that kind of effect though? What do the texture maps look like?

  2. I would remove all those depthWrite and depthFunc commands. They're not necessary and can cause problems like this.

     

    textures/mk_textures/multiblend_01
    {
        qer_editorimage textures/mk_textures/multiblend_01
        q3map_globaltexture
        {
            map textures/mk_textures/block_base_01
        }
        {
            map textures/mk_textures/blender_01
            blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
            tcMod scale 0.25 0.25
        }
        {
            map textures/mk_textures/cracks_01
            blendFunc GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
        }
        {
            map textures/mk_textures/blender_01
            blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
            tcMod scale 0.2 0.2
        }
        {
            map textures/mk_textures/sand_01
            blendFunc GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
        }
        {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
        }
    }
  3. So what I can remember, post processing includes: r_tonemap, r_dynamicglow, r_ssao. Try turning each one off? Multi sampling can make things slower too I think (in the post processing stage). Can't remember the cvar

  4. You might have some trouble understanding everything that's going on if you're only just starting to learn but I'm happy to answer any questions you might have :)

     

    Rend2 doesn't use deferred rendering so there's no concept of a normal buffer. You would have to write each pixel's normals into a separate texture during the regular shading.

    Tempust85 and SomaZ like this
  5. rend2 never had parity with the vanilla renderer. These are missing:

    • Surface sprites
    • Flares
    • Refraction shader
    • Weather system
    • Sky portals
    • Marks on Ghoul2 models
    • misc_bsp support
    In terms of rend2-specific stuff, it was basically:
    • Make it go fast
    • Really polish off the existing rendering techniques (it didn't feel like all the effects came together to look consistent)
    • Better antialiasing
    • Better LOD support, including models, shader quality, etc
    • Write documentation for new shader keywords + examples
    In terms of SP, it's basically do all of rend2 again but for SP. There's a major problem in SP though where changing the renderer will crash the program.
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