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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: sivan]
#434788
12/26/13 20:43
12/26/13 20:43
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
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Expert
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Posts: 3,258
Mainz
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great news. have you made some speed tests we talked about with large outdoor environments? Not yet.
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: oliver2s]
#434853
12/28/13 15:07
12/28/13 15:07
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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Thanks oliver! I didn't get an e-mail from you, but got a mail from github with a pull request. Either way, i got the changes. I already commented on your commit on github, so i'll just copy/paste it here. Awesome! Will check it out in the next few days.
I will most likely kick out the vertex fog and implement it per pixel in the final deferred rendering stage which should be faster and will also look more accurate.
I'm not really convinced about how the mode settings currently work. I think this makes things a bit harder on the user when updating shade-c as the settings will be overwritten. Maybe we can put it in an external file, check if it's there, and then use the values. Otherwise default values will be used. What do you think?
Thanks again! (Especially for fixing the memory leaks!)
[edit] I really like the option to swich to 16/32bit buffers but somehow everything gets brighter and looses contrast. (maybe there's a problem with the conversion between linear rgb and srgb)
edit: also: if you don't use any normal compression in the g-buffer you can use best fit normals to improve the quality (worked well for me)
I'll have a look at it. I think it has something to do with how the lighting is stored (it's some sort of inverted alpha blending which might not work as espected with floating point values). I'll also remove the bitdepth value and add 3 bitdepth values instead. One for g-buffer, one for lighting and one for multi purpose rendertargets. I tried using best fit normals in the past but didn't go for it as i wanted depth and normals in one texture for speed reasons (if you need normals, you also need depth 99% of the time...saved me one tex lookup and some bandwith). Still not sure if this is a good idea though...best fit normals really DO look good and are well worth the extra bandwith and texlookup. Also, after implementing PBR and static shadowmaps, there will still be 2-3 free channels in the g-buffer. More than enough to implement best fit normals and maybe even add some per object motion blur
Last edited by BoH_Havoc; 12/28/13 15:20.
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: oliver2s]
#434854
12/28/13 15:10
12/28/13 15:10
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Thank you oliver2s! I'll check it now, last time i had some problems with normal maps on level blocks and it worked only if i added a default light. EVO light: With EVO and default light:
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: rojart]
#435688
01/10/14 18:52
01/10/14 18:52
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Joined: Jun 2004
Posts: 655 to your left
BoH_Havoc
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Took a bit longer, but here's the update with most of oliver2s's stuff and some changes by me. - Added linear fog - Added optional height based fog - Added optional, animated fog noise - Added fog example 07.c - Tweaked DoF Shader to prevent leaking - Nicer DoF effect due to a fixed blurshader - fixed memory leaks - added full support for custom shadowmap shaders for the sun (was missing in the past. example 05.c now also works with sun shadows) - removed bitdepth var. - added bitdepthGBuffer, bitdepthLBuffer and bitdepthGRTs
I think this is everything, except some small fixes here an there. Screenshot of the fog shader with height based fog and animated noise turned on. Looks pretty cool in motion!
There's still some stuff missing from oliver2s github fork. The remaining things will be added in the next days.
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: oliver2s]
#437388
02/15/14 12:01
02/15/14 12:01
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Joined: Oct 2004
Posts: 900 Lgh
rojart
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Posts: 900
Lgh
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Thanks oliver2s & BoH_Havoc for the updates! Maybe a bug or maybe i've overlooked something, but if i try to move the camera a bit from center i got artefacts on skybox, like picture below. I tried to increase the camera.clip_far = 50000 same result. I noticed also, if i activate a Statistics Panel [F11] the skybox working well, any idea whats going wrong?
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Re: Shade-C EVO: Fog support + Bug Fixes
[Re: rojart]
#437389
02/15/14 12:53
02/15/14 12:53
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Joined: Jul 2008
Posts: 2,107
Germany
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I love shadec...i really thank you so much for that "new dimension".
I faced a small prob, maybe iam doing something wrong. If i place sprites with the material from the example via ent_decal fex, i get strange looking effects. There's always only one sprite visible. If u turn the cam a bit, randomly another decal becomes visible. Seams that only one decalsprite is translucent at same time. Means u can see the wall behind, but not the decals placed below. Looks like some kind of "z - sorting(alpha) prob". Hope i could descripe it well enough. Guess a screenshot wont help much in this case.
So... If u place two translucent sprites via ent_decal ( first one, then the other on top / over the 1st at same position ) on a shaded model, u should see what i mean. To avoid that effect ( for now only of course ), i removed #define TRANSLUCENT from the .fx file. Now all decals are displayed correct, except of the now missing translucent - flag.
edit: I faced a problem with ZNEAR. Activated ZNEAR in my fps weapon. Then lights are randomly disapearing. Is there maybe an own (shadec) znear flag ? Found this one "#define SC_CUSTOM_ZBUFFER" but dont know if thats what iam looking for.
Till then Thanks for any tip's MfG
Last edited by rayp; 02/16/14 05:12.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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