Search found 2014 matches

by scrawl
25 Sep 2017, 13:42
Forum: Development
Topic: Savegame format change
Replies: 2
Views: 105

Re: Savegame format change

Backward compatibility shouldn't be too hard to do (e.g. for the 'attributes should be floating point' issue, just read the integer version if it exists to handle older savegames). Forward compatiblity (which I have been arguing for) is much harder though. I would prefer we batch up some format chan...
by scrawl
25 Sep 2017, 13:27
Forum: Development
Topic: osgb/osgt animation format support
Replies: 4
Views: 175

Re: osgb/osgt animation format support

I've put N/A in the osg object column for the objects in these files which I feel should already serialize for import to osg just fine Yes, they should. NiSkinInstance/NiSkinData -> osgAnimation Object: RigTransformHardware This should be 'RigGeometry' as well (except it's under the osgAnimation na...
by scrawl
23 Sep 2017, 18:24
Forum: General discussion
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 39
Views: 4435

Re: OpenGEX as .Nif alternative for OpenMW

Yay :D I assume you're aware of the discussion in the other thread where the consensus was to try importing osgAnimations into our animation system, rather than extending the osg format with our own animation classes. Did you want KeyframeController in it's own component (something like keyframe) an...
by scrawl
21 Sep 2017, 15:09
Forum: Development
Topic: Shadows
Replies: 60
Views: 3701

Re: Shadows

That's the Robert I know, he can be harsh :lol: One thing that I have noticed is that we only apply specular lighting for light zero. While this made shadowing specular highlights from just light zero really easy, it doesn't seem like the kind of thing we necessarily want to be doing. Currently, the...
by scrawl
20 Sep 2017, 23:48
Forum: Development
Topic: Shadows
Replies: 60
Views: 3701

Re: Shadows

Every shadow technique except ShadowTexture replaces the fixed-function rendering of receivers There's a hint you can set: settings->setShaderHint(osgShadow::ShadowSettings::PROVIDE_VERTEX_AND_FRAGMENT_SHADER); At least the VDSM technique did respect it, IIRC. with a (supposedly) equivalent shader ...
by scrawl
20 Sep 2017, 22:43
Forum: Development
Topic: Shadows
Replies: 60
Views: 3701

Re: Shadows

There are a couple of other things that seem to be casting or receiving shadows when they're not supposed to, so I'd like to make LispSM take notice of the shadow casting and receiving nodemasks if at all possible rather than hacking around it. IIRC, the shadow receiving masks don't really work wit...
by scrawl
20 Sep 2017, 16:09
Forum: Development
Topic: Shadows
Replies: 60
Views: 3701

Re: Shadows

Using a minimal setup for now sounds like a good idea. Probably won't work for extended distances like split shadow maps do, but is better than no shadows at all. Some shadows seem to end up rendered on the skybox, but I can probably solve this really easily once I know how far the skybox is. Right,...
by scrawl
20 Sep 2017, 14:54
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 631

Re: Generic nif engine importer for openmw

If there's no models that rely on being able to bind different matrices to different meshes on the same skeleton, I would imagine it's possible to take the 'bone, bind matrix' pairs of the skinned meshes and pre-map them to bone-specific bind matrices when loading (IIRC the PC/NPC skeleton nif cont...
by scrawl
19 Sep 2017, 19:29
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 631

Re: Generic nif engine importer for openmw

What exactly is the issue with Morrowind's way of skinning? I'm sure it's been mentioned before, but I don't know where. Would it be possible to improve osgAnimation to support what we need? Would it be possible to convert Morrowind's way of skinning to something osgAnimation can work with? It's a ...
by scrawl
19 Sep 2017, 16:21
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 631

Re: Generic nif engine importer for openmw

Agreed on all but the last paragraph of Chris' post. Ideally we should leverage a general model loading API to support multiple formats. The 'API' for a loader is really simple: file goes in, osg::Node comes out. That's how the NIF loader was designed as well. That said, sometimes our engine still n...