Search found 2010 matches

by scrawl
20 Sep 2017, 23:48
Forum: Development
Topic: Shadows
Replies: 40
Views: 2421

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: 40
Views: 2421

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: 40
Views: 2421

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: 514

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: 514

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: 514

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...
by scrawl
19 Sep 2017, 11:21
Forum: Development
Topic: Generic nif engine importer for openmw
Replies: 19
Views: 514

Re: Generic nif engine importer for openmw

Not ruling this out, but we should think about the implications before we jump into coding. My first concern is how fast niflib would be. When I profiled our code a while ago, a lot of time spent loading was in parsing NIF files. So it's a bottleneck that we don't want to make any worse. As I unders...
by scrawl
18 Sep 2017, 20:40
Forum: Organisation and Planning
Topic: Principles and Vision
Replies: 44
Views: 2589

Re: Principles and Vision

I deleted PCs/NPCs and left the rest. when you have it how you want it? The answer is almost always 'never', but it should be close enough now, anyway. https://wiki.openmw.org/index.php?title=Bug_Triaging_Guidelines Hoping we can get more people on board now that it'll be under a badass name. Bug Tr...
by scrawl
18 Sep 2017, 00:24
Forum: Development
Topic: Help with SSAO shader.
Replies: 5
Views: 262

Re: Help with SSAO shader.

Hm, you're trying to add this to the terrain and object shaders? That's not how it works. For post effects like SSAO, you need to render a full-screen quad with the scene and depth textures as input. Doing them in the object shader itself won't work, because you need the result of surrounding pixels...
by scrawl
17 Sep 2017, 20:18
Forum: Organisation and Planning
Topic: Principles and Vision
Replies: 44
Views: 2589

Re: Principles and Vision

On the topic of organization: I'm working on a Bug Triaging Guidelines page that shall document all the processes for the bugtracker. While working on the description for categories I noticed that: - PC/NPCs often overlaps either AI or Game Mechanics, and is not very useful either (doesn't say if it...