Jump to content

rd-rend2 (old thread)


eezstreet

Recommended Posts

Posted

This thread is out of date, please look to the new one instead.

 

 

https://github.com/eezstreet/OpenJK/commits/rend2

 

rd-rend2 is a new renderer (currently) for JKA Multiplayer which has a variety of new features:

  • Modern shading engine
  • Normal maps
  • New shaders which are loaded via .mtr files

We are currently working on getting rend2 up to snuff with JKA's multiplayer features. Please do not request new features for this renderer.

Posted

RBSP only tbh.  Can contact ttimmo at radiant channel to see if additions could be added for rbsp enhanced too.

RBSP for now, IBSP for later on IF and ONLY IF ttimo can't do q3map2 changes somehow

Posted

Isn't IBSP an older format than RBSP? (at least that's what google says)

Yes, but rend2 added some things to IBSP. Adding support for IBSP is no small task due to the multiple lightmap feature in RBSPs.

Posted

 

  • weather
  • dynamic glow

Why not just make the default disabled, surely someone won't mind having it on?  Most machines handle it just fine with 75fps+ anyway...

Stoiss likes this

JKG Developer

Posted

Clearly you both have misunderstood how a modular renderer works.  Those features still work fine if you dont change the renderer.

 

He simply means, those won't be re-implemented in the new renderer right now as they're not as necessary and glow can be replaced with other effects that look and perform better.

eezstreet likes this
Posted

Clearly you both have misunderstood how a modular renderer works.  Those features still work fine if you dont change the renderer.

 

He simply means, those won't be re-implemented in the new renderer right now as they're not as necessary and glow can be replaced with other effects that look and perform better.

Still not understanding why you wouldn't want it re-implemented...(other then it means more work).  I mean sure it sux compared to other effects.

JKG Developer

Posted

Still not understanding why you wouldn't want it re-implemented...(other then it means more work).  I mean sure it sux compared to other effects.

because bloom > dglow

ChalklYne likes this
Posted

bloom + dglow = waste of CPU, not to mention looking like SHIT

Well suppose you make a mod called, "Larry the Sewage Cleaner"...

NAB622 likes this

JKG Developer

Posted

Well suppose you make a mod called, "Larry the Sewage Cleaner"...

Then your computer would probably melt due to the ridiculous strain that dglow + bloom would both be applying on it.

Posted

I think the goal right now is to get a working port of rend2 in Openjk. If someone wants dynamic glow, it could be added as an option instead of bloom later by anyone after eez is done.

Futuza and eezstreet like this
Posted

Yes that is the point. dynamic glow is obsolete and done very poorly, so it would get replaced with similar effect.  Weather would most likely be redone to be more optimized and not shoving raw GL calls like it currently does.

eezstreet, MoonDog and Tempust85 like this
Posted

Besides, dglow in JKA doesn't support per-shader controls for it (all the controls that are in r_dynamicglow* ) which basically makes it a one-size-fits-all-but-poorly solution for making glowy things. Plus it looks terrible on thin objects that are seen on an angle and has all sorts of artifacts.

 

Also.. it's not exactly dynamic. In fact it's pretty linear. Bloom is much more dynamic, it responds to everything on the screen at once and changes when the visuals do.

Posted

Also.. it's not exactly dynamic. In fact it's pretty linear. Bloom is much more dynamic, it responds to everything on the screen at once and changes when the visuals do.

I think you're referring to HDR there. Bloom on its own is pretty much the same as JKA's dynamic glow.

eezstreet, Futuza and MoonDog like this
Posted

Yes that is the point. dynamic glow is obsolete and done very poorly, so it would get replaced with similar effect.  Weather would most likely be redone to be more optimized and not shoving raw GL calls like it currently does.

I get it.  I just don't see why you'd go through the trouble to remove that feature, if you can just make it disabled instead...

JKG Developer

Posted

I get it.  I just don't see why you'd go through the trouble to remove that feature, if you can just make it disabled instead...

Not removed if it doesn't exist to begin with.

Posted

Not removed if it doesn't exist to begin with.

Oh I thought you meant taking jka's dynamic glow out entirely.  I guess when you replace the render you have to remove jka's entirely to "make room" for rd-rend2 (so to speak).

 

In that case, carry on.

JKG Developer

Posted

The renderer is made modular, so each renderer is seperate (including their features) and gets compiled seperately into their own dll. Then you simply type in a console command to switch renderers and restart the game.

eezstreet likes this
Posted

Oh I thought you meant taking jka's dynamic glow out entirely.  I guess when you replace the render you have to remove jka's entirely to "make room" for rd-rend2 (so to speak).

 

In that case, carry on.

It never really existed. rd-rend2 never HAD dynamic glow, that's specific to rd-vanilla.

Tempust85 likes this
Guest
This topic is now closed to further replies.
×
×
  • Create New...