Search found 8 matches
- 25 Sep 2017, 06:30
- Forum: General Development
- Topic: Physics/Rendering engine
- Replies: 5
- Views: 4003
Re: Physics/Rendering engine
You need to be part of the gameworks development program to get PhysX source. And I think it might have hostile licensing, or maybe they're strict on who they accept into the program, I don't know. Thank you for the quick answer, though
- 25 Sep 2017, 04:11
- Forum: General Development
- Topic: Physics/Rendering engine
- Replies: 5
- Views: 4003
Physics/Rendering engine
I just wondered about the development choice of using Bullet instead of something like PhysX. I was also going to ask how hard you think it would be to change something like this in the future if you so chose. The main reason to use PhysX over Bullet is stuff like extensive and performant cloth phys...
- 21 Sep 2017, 03:31
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169040
Re: Shadows
Also, can we get some screenshots of the latest work with non-modded content?
- 21 Sep 2017, 03:24
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169040
Re: Shadows
I know this is super far off from being a thing. But, soft shadows (PCF, or even PCSS) are super amazing! An example of PCF: https://github.com/BennyQBD/3DEngineCpp/commit/d717cc6f792421c5ce4319666eb873595302a809 An example of PCSS: https://github.com/TheMasonX/UnityPCSS Good work Any, and Scrawl! C...
- 21 Sep 2017, 01:33
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 169040
Re: Shadows
Any chance this could get merged with the OSG post processing branch or vice versa? Sorta just make this a multi-purpose graphical branch.
- 19 Sep 2017, 02:02
- Forum: General Development
- Topic: Help with SSAO shader.
- Replies: 5
- Views: 4558
Re: Help with SSAO shader.
The one referenced in the thread linked (https://github.com/scrawl/openmw/tree/effectcompositor)
No commit in 2 months.
No commit in 2 months.
- 18 Sep 2017, 01:02
- Forum: General Development
- Topic: Help with SSAO shader.
- Replies: 5
- Views: 4558
Re: Help with SSAO shader.
Oh, haha. I found it odd that there was no post-processing to speak of, so I just assumed this was how it was done
Too bad the project isn't active. thanks for the quick answer, though!
Too bad the project isn't active. thanks for the quick answer, though!
- 18 Sep 2017, 00:03
- Forum: General Development
- Topic: Help with SSAO shader.
- Replies: 5
- Views: 4558
Help with SSAO shader.
For whatever reason, nobody has been working on an SSAO shader :( I'm very nooby to glsl, but I decided to take matters into my own hands. I noticed in the obj frag and terrain frag that there's a depth float. I used this and ported over the opengl example ssao shader to OSG. (https://github.com/McN...