Search found 154 matches

by drummyfish
13 Oct 2018, 08:20
Forum: News
Topic: OpenMW’s take on community interaction
Replies: 9
Views: 19632

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...
by drummyfish
20 Jul 2018, 03:11
Forum: General Development
Topic: post processing
Replies: 7
Views: 9295

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...
by drummyfish
18 Jul 2018, 10:44
Forum: Off Topic
Topic: Brainstorming visible voxel management in OpenTESArena
Replies: 2
Views: 3415

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 ...
by drummyfish
13 Jul 2018, 13:26
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 40762

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.
by drummyfish
12 Jul 2018, 16:39
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 40762

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...
by drummyfish
12 Jul 2018, 14:28
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 40762

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...
by drummyfish
12 Jul 2018, 13:49
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 53
Views: 40762

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...
by drummyfish
11 Jul 2018, 22:15
Forum: General Development
Topic: [patch] new fog shader
Replies: 127
Views: 123986

Re: [patch] new fog shader

I wouldn't believe fog can make such a huge difference, Amazing.
by drummyfish
11 Jul 2018, 20:49
Forum: Organisation and Planning
Topic: Official Diaspora* OpenMW account?
Replies: 12
Views: 12517

Re: Official Diaspora* OpenMW account?

Thanks! I also convinced the ReGoth community to do this :ugeek:
by drummyfish
10 Jul 2018, 16:58
Forum: Off Topic
Topic: mwse coders created something interesting..
Replies: 8
Views: 6344

Re: mwse coders created something interesting..

Great stuff for modding, this will bring in the masses :)