I miss the software renderer's warping :(
Moderator: InsideQC Admins
10 posts
• Page 1 of 1
I miss the software renderer's warping :(
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. :(
It's funny how all the source ports have real-time world shadows, blooms, heat haze, yada yada, but not the water warping. :(
-

Nash - Posts: 95
- Joined: Fri Oct 19, 2007 5:56 pm
- Location: Kuala Lumpur, Malaysia
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.
I was once a Quake modder
-

Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
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...
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...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
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.
</pimp>
Yeah, only plausable way is with fragment programs. Anything else takes too many verticies or just looks like poo. Hurrah for video card technology!
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.
</pimp>
Yeah, only plausable way is with fragment programs. Anything else takes too many verticies or just looks like poo. Hurrah for video card technology!
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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!
), 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.
FitzQuake has one solution, it's also possible to do something similar but on the texture matrix (fragment programs? who needs 'em!
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.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 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).
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
10 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest