Search found 899 matches

by AnyOldName3
18 Jul 2018, 11:46
Forum: Development
Topic: post processing
Replies: 1
Views: 127

Re: post processing

There's no geometry being drawn with that shader. Usually, post-processing is done by drawing a screen-sized square with the post-processing shader with the previous render target available as a texture.
by AnyOldName3
14 Jul 2018, 00:04
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 528

Re: Shader License

Anything with a more permissive licence can be sublicensed as GPL3 when it's added to our repo. Anything with a less permissive licence isn't allowed in our repo in the first place.
by AnyOldName3
13 Jul 2018, 15:11
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 528

Re: Shader License

Images can be covered by the GPL, but it's not necessarily the best licence to put those things under.
by AnyOldName3
13 Jul 2018, 14:28
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 528

Re: Shader License

The specular function is just boring old Phong reflection, which has been standard since the 70s and is so ubiquitous that it's part of OpenGL's fixed-function pipeline. It's only not used in really recent games which use something based on real life, like Cook-Torrance instead, so there's no reason...
by AnyOldName3
13 Jul 2018, 01:54
Forum: Content Development Section
Topic: Openmwcs-merge
Replies: 26
Views: 2252

Re: Openmwcs-merge

Can't do that, because after the merge B isn't B anymore. It is a new content file (B'). To do it in order, you would have to port C2 to B' first. There are no benefits to this approach, especially since you lose the ability to aromatically detect conflicts. Surely the conflicts still exist between...
by AnyOldName3
12 Jul 2018, 19:44
Forum: Content Development Section
Topic: Openmwcs-merge
Replies: 26
Views: 2252

Re: Openmwcs-merge

Is it not conceptually simpler to merge C1 into B and then merge C2 into the new B as a completely independent operation? If we compare to Git, we've got the equivalent of trying to merge two branches into master at once, when really we should merge one branch, then resolve any conflicts this causes...
by AnyOldName3
12 Jul 2018, 15:48
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 25
Views: 1354

Re: Water shaders, OpenMW vs MGEXE

I think the transparency effect there is way too strong. IRL, it's easy to see where the water starts and the ground stops, but in those screenshots, it isn't.
by AnyOldName3
12 Jul 2018, 15:36
Forum: Content Development Section
Topic: Openmwcs-merge
Replies: 26
Views: 2252

Re: Openmwcs-merge

Wrye Fl/B/Mash is obsolete. Mator Smash and Mator's Merge Plugins do a much better job (for example, they merge records other than levelled lists). I don't think they support Morrowind, though, as they're based on xEdit. If we make the plugin system nice, I don't imagine it would be too difficult to...
by AnyOldName3
12 Jul 2018, 12:17
Forum: Content Development Section
Topic: Openmwcs-merge
Replies: 26
Views: 2252

Re: Openmwcs-merge

I definitely consider it well within the scope of the CS, even if it's provided as a plugin rather than a built-in feature.
by AnyOldName3
12 Jul 2018, 12:15
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 25
Views: 1354

Re: Water shaders, OpenMW vs MGEXE

I'm pretty sure the depth of the water is used for something already (as at the very least it's something that needs to be known to get refraction right. If the effect isn't there, we do already have all the data we need to implement it.