GLQuake - Frustum Plane Extraction
above problem seems to be based on angles and is also affecting water (changes visibility to allmost opaque) weird thing it also seems to be distance based as not all places show these bugs. but mostly small areas.
i can force the missing torches to show if i face away from them and then turn my head back.
i can force the missing torches to show if i face away from them and then turn my head back.
doh facepalm i rearanged my culling function but forgot the function to get the entity mins/maxs it works now.
things went a bit messy as i was trying to get the bumpmapping on alias models to (basic function is there now i just need to create a better way of setting the arrays).
looks really good to
im stuck on a few buggers i need to iron out before i release the new version of realm. one being that it crashes when using the grapling hook in rogue (seems to trigger a noop) .
i fixed for good this time the heathaze effect so that it wont draw when below lava
messy hack incomming below.
i changed the other boolean operator to a pickup instead. the benefit is that in certain rooms where you have a lava surf above a room the haze doesnt clip through the floor (looked a bit unrealistic when it did) the downside is that haze wont draw when in the lava but cant have all
things went a bit messy as i was trying to get the bumpmapping on alias models to (basic function is there now i just need to create a better way of setting the arrays).
looks really good to
im stuck on a few buggers i need to iron out before i release the new version of realm. one being that it crashes when using the grapling hook in rogue (seems to trigger a noop) .
i fixed for good this time the heathaze effect so that it wont draw when below lava
messy hack incomming below.
Code: Select all
// mark lava surf inactive initially
// old check does not work as the state
// does not change once its enabled yah booh ...
if (r_viewleaf->contents == CONTENTS_LAVA)
{
// dont mark the surf when in lava
(*mark)->lavavishack = false;
}
else
{
// if we have a lava surf draw haze
if ((*mark)->flags & SURF_DRAWLAVA)
{
// mark lava surf active
(*mark)->lavavishack = true;
}
}
hum hum well torches work but water is still acting up argh.
it doesnt seem related to the culling as i made sure to get the model leafs before any culling happens yet in some maps watersurfaces go allmost opaque.
another weirdy is if im actually in the water surf at a certain depth it does the same
might actually be a bad bbox as mh pointed out question would then be how can i go about fixing it ?
it doesnt seem related to the culling as i made sure to get the model leafs before any culling happens yet in some maps watersurfaces go allmost opaque.
another weirdy is if im actually in the water surf at a certain depth it does the same
might actually be a bad bbox as mh pointed out question would then be how can i go about fixing it ?
bah running out of gas but i managed to fix water going opaque
funny thing it had nothing at all to do with bboxes realm uses a leaf lookup function mh devised some time back and it has a few quirks.
i mangled a lot of unessesary code away and as i discovered i rooted out both the good and evil parts.
would be a lil lenghty explaining and as it has nothing to do with the
function mh posted ill leave it at that.
still a few quirks i need to get burried (below water in big watermaps the fog projection has a tendancy of shifting the projection from on the surf to on the model)
besides that and the rogue bug with grapling hook its actually very playable now, and it looks great.
if someone wants a look ill put it up on my ftp.
ill include the source also but its mingw/codeblocks only now (codeblocks workspace included).
feedback is allways welcome.
funny thing it had nothing at all to do with bboxes realm uses a leaf lookup function mh devised some time back and it has a few quirks.
i mangled a lot of unessesary code away and as i discovered i rooted out both the good and evil parts.
would be a lil lenghty explaining and as it has nothing to do with the
function mh posted ill leave it at that.
still a few quirks i need to get burried (below water in big watermaps the fog projection has a tendancy of shifting the projection from on the surf to on the model)
besides that and the rogue bug with grapling hook its actually very playable now, and it looks great.
if someone wants a look ill put it up on my ftp.
ill include the source also but its mingw/codeblocks only now (codeblocks workspace included).
feedback is allways welcome.
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- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
I've tried a few times to add simple simple standard volumetricreckless wrote:if its the one from rich's i got that one also
and aye to many lights and no clipping means i have to revise it a bit before inclusion.
shadows for just alias models from a static light source. Heck all I
REALLY want is a planar shadow that folds around the surface of
stairs or doesn't float out above mound on DM3. I'm not sure now
what I had done wrong, wrong dept testing, not clearing the stencil
buffer etc. Maybe it had just conflicted with polygon offset For fun I
even used a decal blob updated every other frame that faded away 2
frames later I guess a shadow map would be best though.
problem with planar shadows are that they are indeed just a projection of the entity just colored black and flat
i suspect making code for standard planar shadows to follow curves on each brushmodel will be an even more hellish task than trying to port some of the code from either tenebrae or darkplaces or actually finishing up richs code there might be other options though and im still looking at some.
i suspect making code for standard planar shadows to follow curves on each brushmodel will be an even more hellish task than trying to port some of the code from either tenebrae or darkplaces or actually finishing up richs code there might be other options though and im still looking at some.