New Renderer (OpenGL 3.3)
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Rendering is done in OpenGL. Found an old d3d8 to GL wrapper from 2003 and fixed a lot of stuff. Still WIP Fixed function pipeline rendering works nearly perfect (what you see is not fixed function, it is GLSL shader pipeline). It is not slower! Optimizations should make it faster than old d3d8 rendering path.
No promises where this will lead to. Got normalmaps also working, though it is still limited.
Edit: Remember you have to right click and select “view image” or similar to see the whole pictures. Is there a way to embed it so that there are scrollbars?
Most the textures are high res versions done by myself, so don’t wonder. Mod is New Universe (what else? ;))
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Last one for today.
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Open gl works on FL… Interesting.
By the way what are you using for normals, 8bit, 16bit or 24bit (no DU/DV)?
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I am not sure I understand the question. In the pictures there is no normal mapping yet. Just standard normals, which are 32bit per dimension. I was surprised how good it looked without it (hence the pictures). Guess it is the lighting model I choose, which is not Phong (obviously). I experimented a lot with such models some time ago.
And yes, of course it works with OpenGL (wine runs it too, like many other games), the problem is getting there. For which you have to know your stuff, even looked at the wine sources for some things so that I don’t reinvent the wheel.
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Lighting isn’t bad at all.
What lighting type do you use?
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I found some papers and implemented some of their solutions. Basically it is a mixture of different models. There even is a color shift of the reflection depending on the viewing angle. If you read up on it you can quite easily mix the equations and build one to your liking. There are also papers which compare different lighting models. And as always I am not quite satisfied with the results yet
There also is still a problem with dark spots in combination with compression artifacts and the resulting reflective color. So it is not finished yet. The shader is taken from my own 3d engine.
The next step is getting the name of the texture which is currently active. Lets hope I somehow get it Without it it gets quite hard to do more.
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Do I have a lot to read about lighting?
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Depends on how good your math understanding is. It’s nothing too complicated, although you should be able to read/understand the formulas and convert them to shader code.
P.S.: I got the texture names now, so that is out of the way.
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lybxlpsv wrote:
However I can’t get proper cone headlight, how to make a cone headlight? The light seems didn’t show up if lightsource_cone below 180.Probably because it’s not made for such lights? Or probably it’s not implemented yet.
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WOW! Phenomenal!!! really awesome! It looks chrome-plated though.
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Yea, extremely good, but could be better
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DirtyLittleGirl wrote:
Yea, extremely good, but could be betterI guess you have to tell exactly WHAT could be better, otherwise he doesn’t know it.
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Skotty., hey, dont be so angry. I thought it’s obvious.
For better result vanilla texrures must be redrawn a bit and normals must not smooth panel details so much (to avoid ‘chrome’ photoshop-filter-like effect). This is very easy, but result will look bit better. -
Yeah, the base textures are not easy to work with, also the heightmaps are not ideal. I don’t have the time for proper textures
Also the material settings matter a lot and maybe I will change the lighting model again. Here is an example how easily 2 values change the look:
I think it looks better than before, though.
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Looks like plastic wrap from photoshop!
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Timmy51m wrote:
Looks like plastic wrap from photoshop!Thats the only trouble i think
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guess metal should look like metal, unless its more an alien raw material. i would remove those hightmaps. Bases and ship hulls looking like “Streuselkuchen” dont really look nice and i dont think menkind would ever produce something like this ;D
But so far the approach of something like this on your engine is good.