Have you tried building in MSVC 2013 community edition?
I wasn't able to do so...
Since I cannot build would you kindly do so?
Search found 54 matches
- Fri Nov 28, 2014 4:10 am
- Forum: General Discussion
- Topic: Darkmod
- Replies: 8
- Views: 2652
- Thu Nov 20, 2014 9:55 pm
- Forum: Engine Programming
- Topic: Batching Verts?
- Replies: 15
- Views: 4011
Re: Batching Verts?
@ mh Yeah, I think we're speaking on different terms here because the brush geometry in Doom 3 is poorly batched unless done by the mapper (proper func_static setups, etc ) We've got game code that automates some of that process but it could be made more efficient by tighter integration into the ren...
- Wed Nov 19, 2014 4:34 pm
- Forum: General Discussion
- Topic: Darkmod
- Replies: 8
- Views: 2652
Re: Darkmod
Thanks for your assist Rev!
- Fri Sep 05, 2014 1:31 am
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Yeah, that doesn't quite line-up with how it's explained at iddev.net Step 1: Renders all solid (non-translucent) geometry in black. If a stage has an alpha test, then it gets rendered with the alpha test enabled. This is to fill the depth buffer so early z can prevent expensive shader ops later. St...
- Thu Sep 04, 2014 12:57 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Excuse me if I'm bringing in some nonsense but I went looking at the depth buffer code again to how it related to overdraw and noticed that the loop sorta looks like: For each light Get view fill depth buffer allocate vertex clear depth buffer paint light paint non-lit surfaces paint post-process Am...
- Thu Aug 28, 2014 5:46 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Yeah, he stated on D3W shortly after the GPL release, that he already tried to do this but found the GPU memory needed was
too high to make it practical. It seems he's trying again...
too high to make it practical. It seems he's trying again...
- Thu Aug 28, 2014 4:28 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
I wish I could help there. I know that Rebb helped Sikkpin with a similar request for his soft-shadows.
Did you see this?
https://github.com/raynorpat/dhewm3
(deferred renderer)
Did you see this?
https://github.com/raynorpat/dhewm3
(deferred renderer)
- Wed Aug 27, 2014 4:50 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Good work.
I still hope someday to see SSAO as a modulation of the ambient lights rather than a post-process...
I still hope someday to see SSAO as a modulation of the ambient lights rather than a post-process...
- Mon Aug 25, 2014 1:57 am
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
May I request a compile too?
- Thu Aug 21, 2014 10:57 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Woot! Does this require your OMP work, or can it be applied to any vanilla code base?
- Sun Aug 17, 2014 10:36 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Good stuff! :D So, if you hadn't noticed, one of our developers currently has a working prototype for an anti-portal type map object: http://forums.thedarkmod.com/topic/16478-visportals-vs-func-portals-vs-antiportals/ Quick progress update: I spent all morning struggling with geometry that I haven't...
- Thu Aug 14, 2014 9:48 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
Hey, do think "antiportals" would be a beneficial addition? Eg. Invisible brush volumes that tell the renderer "do not render anything behind me when in view". http://udn.epicgames.com/Two/LevelOptimizationAntiportals.html I suppose func_portals serve this same purpose but have m...
- Thu Aug 14, 2014 2:39 am
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
You are a freaking machine!!!! That last commit had too many changes to render properly at Github.
- Thu Aug 07, 2014 6:58 pm
- Forum: General Discussion
- Topic: Revelation Test
- Replies: 115
- Views: 60666
Re: Revelation Test
If someone is skilled with MFC code i could use a hand fixing up radiant + tools. The PDA editor needs to be finished and there are a number of things in the other editors that need fixing. Have you pinged Greebo, Taaaki, Orbweaver, or Grayman over at The Dark Mod forums? I know Greebo is working o...
- Wed Jul 23, 2014 6:08 pm
- Forum: General Programming
- Topic: Doom3 shadow optimization
- Replies: 54
- Views: 27676
Re: Doom3 shadow optimization
Yeah, the last time I tried googling ENB or SweetFX for OpenGL I think I came across this one. When I tried SSAO, the screen was filled with artifacts and the result did not look like SSAO. I'll try this one again. It's such a shame that skybox and alpha vegetation have artifacts with Sikkmod becaus...