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I miss the software renderer's warping :(

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I miss the software renderer's warping :(

Postby Nash » Thu Oct 25, 2007 11:21 am

The only reason I keep WinQuake around is because of the warping effect on the liquids, the teleporters and the fullscreen warping while you're underwater.

It's funny how all the source ports have real-time world shadows, blooms, heat haze, yada yada, but not the water warping. :(
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Postby Urre » Thu Oct 25, 2007 11:42 am

It actually is harder to do than you'd think... It's not until now, modern games are getting similar effects. Certain things aren't as easy to do in 3D accelerated engines as they are in software, while most things are so much faster and easier. It really is ironic, how something that seems so simple is so hard, but that's the way it is. DarkPlaces has those capabilities, but you need to enable them by shader commands. The underwater warping isn't currently possible even in DP.
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Postby Sajt » Thu Oct 25, 2007 3:44 pm

Last year I replicated the fullscreen warp as a post process shader in my own engine. People say I should port it to DP but I'm lazy.

It's extremely simple, just a couple of sine waves. The hard part would be setting up a good post process shader framework in DarkPlaces...
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Postby Nash » Sat Oct 27, 2007 4:19 pm

DP already has the cheap-looking wobbly underwater warping...

How difficult would it be to change it to use a sine wave ripple thingy?
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Postby Sajt » Sat Oct 27, 2007 6:08 pm

That's what I was talking about..
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Postby metlslime » Tue Feb 05, 2008 11:12 pm

Fitzquake has this for water surfaces -- set r_oldwater to 0.

Doesn't do the fullscreen warping part, though.

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Postby Spike » Tue Feb 05, 2008 11:46 pm

FTE does the fullscreen warping part, but not the surface warping part. :/
You coud do the surface warping part without modifying the engine in fte, but I'm too lazy to tell you how, and it would be on a per-texture basis any way.

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Yeah, only plausable way is with fragment programs. Anything else takes too many verticies or just looks like poo. Hurrah for video card technology!
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Postby mh » Wed Feb 06, 2008 8:36 pm

The surface warp is easy enough to do, and there are a few different ways of getting it looking good.

FitzQuake has one solution, it's also possible to do something similar but on the texture matrix (fragment programs? who needs 'em! :P ), you can derive texcoords from a combination of the verts and the plane, or whatever.

Personally I find DarkPlaces' water effects (projection matrix mangling?) a bit cheesy and not too great, which is a shame as LH does set the standard for so many other things. :?
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Postby Sajt » Thu Feb 07, 2008 12:39 am

You mean the fov warp when underwater? That was Quake3's idea. Sure it's cartoony looking, but it's fast and works on any hardware. A GLSL fragment program replicating the old software Quake effect shouldn't be hard. LordHavoc tells me it would take 20 minutes to implement with the way DP's shader framework is now set up these days (the shader itself is the easy part).
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Postby leileilol » Thu Feb 07, 2008 11:13 am

Sajt wrote:A GLSL fragment program replicating the old software Quake effect shouldn't be hard.


Sajt did this one

EDIT: damnit i thought spike posted this
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