Use textureLod for POM performancereckless wrote: Warning POM is very GPU intense tbh it rivals crysis in regards to requirements but the detail speaks volumes about why.
Search found 232 matches
- Thu Jul 05, 2012 9:37 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 382123
Re: Doom 3 engine release and game code
- Tue Jun 19, 2012 6:37 am
- Forum: Engine Programming
- Topic: quake2xp 1.26.2 update
- Replies: 6
- Views: 2803
Re: quake2xp 1.26.2 update
Shadows still jump suddenly from one light source direction to the next. Yes, there is. I have not the shadow of a binding "as necessary" to lighting. Compared w/ DP because of similar blurred shadows and relief mapping About relief mapping - DP use textureGrad im use textureLod some scre...
- Sun Jun 17, 2012 6:24 am
- Forum: Engine Programming
- Topic: quake2xp 1.26.2 update
- Replies: 6
- Views: 2803
Re: quake2xp 1.26.2 update
Strange, i have fast connection to sf.netqbism wrote:I'm planning to try this as soon as the media files download. Sourceforge is slow and dropping connection on the texture replacement pack.
- Thu Jun 14, 2012 10:04 am
- Forum: Engine Programming
- Topic: quake2xp 1.26.2 update
- Replies: 6
- Views: 2803
quake2xp 1.26.2 update
*Linux support *Change EAX2 to EFX *Ogg Vorbis soundtracks support *Random play music files *Change parallax occlusion mapping to relief mapping *FXAA antialiasting *Chromatic aberration for alpha surfaces *Update lighting for hud models *Add tbn cache for bsp *Box blur filter for shadows *Shader ef...
- Thu Mar 22, 2012 5:40 am
- Forum: Engine Programming
- Topic: motion blur
- Replies: 3
- Views: 1123
Re: motion blur
motion blur with polyblend (copy screen and draw up of frame) look so ugly
- Wed Mar 21, 2012 11:08 am
- Forum: Engine Programming
- Topic: motion blur
- Replies: 3
- Views: 1123
motion blur
I tried to add a motion blur on the tutorial from Nvidia http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html problem - blurring the whole frame, Far plane more, looks like the depth of field, but with active blur of moving objects. http://img834.imageshack.us/img834/9210/q2xp0000z.th.jpg ht...
- Thu Feb 16, 2012 8:49 pm
- Forum: General Programming
- Topic: Xash 3D[engine]
- Replies: 30
- Views: 10836
Re: Xash 3D[engine]
I really do not like all those wars around of the license GPL, because I think that its main task to protect the work of the authors. Free for modernization, for the fans, which create new versions of the game. But not for commercial use. Can be understood a license as is, but you can understand tha...
- Sat Feb 11, 2012 10:11 am
- Forum: General Programming
- Topic: Xash 3D[engine]
- Replies: 30
- Views: 10836
Re: Xash 3D[engine]
I know a little this engine. Rendering part based on source code q1-2
compatibility with hl1 is ensured through hl1 SDK
compatibility with hl1 is ensured through hl1 SDK
- Mon Feb 06, 2012 7:20 am
- Forum: Engine Programming
- Topic: quake2xp 1.26 to 1.26.1 update
- Replies: 8
- Views: 2071
Re: quake2xp 1.26 to 1.26.1 update
any timeThanks for sharing that.
- Mon Feb 06, 2012 6:48 am
- Forum: Engine Programming
- Topic: quake2xp 1.26 to 1.26.1 update
- Replies: 8
- Views: 2071
Re: quake2xp 1.26 to 1.26.1 update
it is good so you do not need to do level relighting, or to build real deluxe maps
1 we read static lighmap in shader
2 read lightmap as normalmap
3 move to tbn
4 use this as light vector
look at svn / glsl / diffuse vp fp
and r_surf.c
1 we read static lighmap in shader
2 read lightmap as normalmap
3 move to tbn
4 use this as light vector
look at svn / glsl / diffuse vp fp
and r_surf.c
- Mon Feb 06, 2012 6:26 am
- Forum: Engine Programming
- Topic: quake2xp 1.26 to 1.26.1 update
- Replies: 8
- Views: 2071
Re: quake2xp 1.26 to 1.26.1 update
Mega-Hack (p)(c) VicBaker wrote:Interesting ....Barnes wrote:base q2xp 1.26 setup
add * lightmap based bump for bsp (fake deluxe bump)
- Mon Feb 06, 2012 4:52 am
- Forum: Engine Programming
- Topic: quake2xp 1.26 to 1.26.1 update
- Replies: 8
- Views: 2071
Re: quake2xp 1.26 to 1.26.1 update
блин, везде наши .....Max_Salivan wrote:какие люди)
- Sun Feb 05, 2012 6:16 pm
- Forum: Engine Programming
- Topic: quake2xp 1.26 to 1.26.1 update
- Replies: 8
- Views: 2071
quake2xp 1.26 to 1.26.1 update
base q2xp 1.26 setup download here q2xp 1.26.1 update download here add * soft shadow volumes add * dynamic per-pixel lighting (pre-cache 8-13 lights per frame) except for light styles add * lightmap based bump for bsp (fake deluxe bump) add * current player weapon for player setup menu add * softne...
- Mon Dec 26, 2011 7:24 am
- Forum: General Discussion
- Topic: Merry Christmas
- Replies: 6
- Views: 1434
Re: Merry Christmas
from Russia with booze ))))
- Sun Nov 27, 2011 12:32 pm
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 382123
Re: Doom 3 engine release and game code
a schematic representation of the z-fail volumes (with caps)
z-pass (w/o caps) if i current remember
qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);
z-pass (w/o caps) if i current remember
qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);