Search found 54 matches

by nbohr1more
Fri Nov 28, 2014 4:10 am
Forum: General Discussion
Topic: Darkmod
Replies: 8
Views: 2627

Re: Darkmod

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? :)
by nbohr1more
Thu Nov 20, 2014 9:55 pm
Forum: Engine Programming
Topic: Batching Verts?
Replies: 15
Views: 3970

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...
by nbohr1more
Wed Nov 19, 2014 4:34 pm
Forum: General Discussion
Topic: Darkmod
Replies: 8
Views: 2627

Re: Darkmod

Thanks for your assist Rev!
by nbohr1more
Fri Sep 05, 2014 1:31 am
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Thu Sep 04, 2014 12:57 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Thu Aug 28, 2014 5:46 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Thu Aug 28, 2014 4:28 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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)
by nbohr1more
Wed Aug 27, 2014 4:50 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

Re: Revelation Test

Good work.

I still hope someday to see SSAO as a modulation of the ambient lights rather than a post-process...
by nbohr1more
Mon Aug 25, 2014 1:57 am
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

Re: Revelation Test

May I request a compile too? :D
by nbohr1more
Thu Aug 21, 2014 10:57 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

Re: Revelation Test

Woot! Does this require your OMP work, or can it be applied to any vanilla code base?
by nbohr1more
Sun Aug 17, 2014 10:36 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Thu Aug 14, 2014 9:48 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Thu Aug 14, 2014 2:39 am
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

Re: Revelation Test

You are a freaking machine!!!! :) That last commit had too many changes to render properly at Github. :D
by nbohr1more
Thu Aug 07, 2014 6:58 pm
Forum: General Discussion
Topic: Revelation Test
Replies: 115
Views: 58500

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...
by nbohr1more
Wed Jul 23, 2014 6:08 pm
Forum: General Programming
Topic: Doom3 shadow optimization
Replies: 54
Views: 26380

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...