Search found 154 matches
- 13 Oct 2018, 08:20
- Forum: News
- Topic: OpenMW’s take on community interaction
- Replies: 9
- Views: 20442
Re: OpenMW’s take on community interaction
Personally I'm not a big fan of Wheaton's law and of Wheaton himself. It sounds nice, and I'd be willing to accept is as a recommendation or guidance, but vague words like "dick" in laws only give power to whoever is executing it to interpret in any way they see convenient. It's a disguise...
- 20 Jul 2018, 03:11
- Forum: General Development
- Topic: post processing
- Replies: 7
- Views: 9568
Re: post processing
I'm in a hurry, can't read this carefully, but here's how I draw a textured fullscreen quad in OpenMW (to a screenshot): https://gitlab.com/OpenMW/openmw/blob/master/apps/openmw/mwrender/renderingmanager.cpp#L813 A post process effect should affect everything rendered, so what root node should I tar...
- 18 Jul 2018, 10:44
- Forum: Off Topic
- Topic: Brainstorming visible voxel management in OpenTESArena
- Replies: 2
- Views: 3553
Re: Brainstorming visible voxel management in OpenTESArena
Is this your bottleneck? I mean, does it really have to be that sophisticated? You know, unnecessary complexity brings bugs and it may not even be faster in the end (sometimes these complex algorithms are even slower due to nonsequential memory access). Sophisticated triangle rasterization is worth ...
- 13 Jul 2018, 13:26
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41748
Re: Water shaders, OpenMW vs MGEXE
Just from the screenshots my impression was MGEXE is actually ugly. I had to look up a video and that one looked much better - I think it's the animation and the caustics that do it for me.
- 12 Jul 2018, 16:39
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41748
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. I agree, however I noticed that this is how it's usually done in games, e.g. 0 A. D.: https://images.duckduckgo.com/iu/?u=http%3A%2F%2Fos.w...
- 12 Jul 2018, 14:28
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41748
Re: Water shaders, OpenMW vs MGEXE
quick test: diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 7511375..4025c1c 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -253,10 +253,10 @@ void main(void) // refraction #if REFRACTION - vec3 refraction = texture2...
- 12 Jul 2018, 13:49
- Forum: Feature Requests and Suggestions
- Topic: Water shaders, OpenMW vs MGEXE
- Replies: 53
- Views: 41748
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. Yep, we already have the depth data. We're currently discussi...
- 11 Jul 2018, 22:15
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 127069
Re: [patch] new fog shader
I wouldn't believe fog can make such a huge difference, Amazing.
- 11 Jul 2018, 20:49
- Forum: Organisation and Planning
- Topic: Official Diaspora* OpenMW account?
- Replies: 12
- Views: 13020
Re: Official Diaspora* OpenMW account?
Thanks! I also convinced the ReGoth community to do this
- 10 Jul 2018, 16:58
- Forum: Off Topic
- Topic: mwse coders created something interesting..
- Replies: 8
- Views: 6547
Re: mwse coders created something interesting..
Great stuff for modding, this will bring in the masses