Search found 986 matches

by AnyOldName3
17 Aug 2018, 00:14
Forum: General Development
Topic: 3D Convex Hull edges
Replies: 19
Views: 1381

Re: 3D Convex Hull edges

The bug goes away when I switch it from -DBL_MAX to -FLT_MAX, so it is just the algorithm not liking overflow. I might be able to make it more robust, or I might find that things work fine in all situations with it left at -FLT_MAX instead (after all, consumer-grade GPUs don't use double precision f...
by AnyOldName3
16 Aug 2018, 23:42
Forum: General Development
Topic: 3D Convex Hull edges
Replies: 19
Views: 1381

Re: 3D Convex Hull edges

It seems to work fine in practice, too. Unfortunately, that doesn't seem to have actually fixed the symptom. Apparently, the function which chops planes off the volume wasn't spitting out garbage just because it was being given garbage, but due to its own issue, too. It hasn't filled in the edge loo...
by AnyOldName3
16 Aug 2018, 20:31
Forum: General Development
Topic: 3D Convex Hull edges
Replies: 19
Views: 1381

Re: 3D Convex Hull edges

The answer to all of those is no. The prototype version of PatDaRat's idea seems to be working flawlessly, though, so I'm going to get it into C++ and hopefully it'll work.
by AnyOldName3
16 Aug 2018, 14:09
Forum: General Development
Topic: 3D Convex Hull edges
Replies: 19
Views: 1381

Re: 3D Convex Hull edges

All of these posts seem to be forgetting that if a point is on a plane, I can't find this out - depending on how the rounding happens to come out, there's a 50% chance of it being flagged as on one side of the plane and a 50% chance of it being flagged as on the other side, but a 0% chance of it bei...
by AnyOldName3
15 Aug 2018, 23:00
Forum: General Development
Topic: 3D Convex Hull edges
Replies: 19
Views: 1381

3D Convex Hull edges

I have a problem to solve which will help with shadows, but it doesn't seem to be something either Google or my brain can readily provide. I start with: A list of edges (pairs of 3D vectors) which together form the boundary of a convex volume. (Basically it's a convex hull, but not as a vertex list ...
by AnyOldName3
15 Aug 2018, 15:49
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8193

Re: The Future of OpenMW Scripting

My main complaints about OldScript+ were: Its weird syntax - that's just going to catch people out and annoy experienced programmers. Its total lack of pre-existing documentation, tutorials, StackOverflow filled with beginner questions and example code for common situations, and other people complet...
by AnyOldName3
14 Aug 2018, 20:42
Forum: General Development
Topic: The Future of OpenMW Scripting
Replies: 127
Views: 8193

Re: The Future of OpenMW Scripting

We're not going to include JavaScript. If we start seriously considering it, I'm going to hold shadows hostage until we stop. It's an evil, evil language.
by AnyOldName3
14 Aug 2018, 17:00
Forum: Feature Requests and Suggestions
Topic: [OpenMW CS] Give two records of different types the same name
Replies: 5
Views: 382

Re: [OpenMW CS] Give two records of different types the same name

In MWScript, you access stuff in scripts by just using its name as a variable name. If a script said "Balmora"->Disable , there's no way to tell if you're trying to hide the bow or make the place inaccessible. I'm not a big fan of this system, but it's what all existing content uses, so it has to re...
by AnyOldName3
12 Aug 2018, 22:00
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 15709

Re: Older bump mapped mods (and how to make them work in OpenMW)

We have the ability to replicate MCP's bump mapping system exactly, but it would just involve removing the vanilla-style environment mapping altogether. I don't know if any vanilla content or mods actually relies on the non-MCP behaviour, but pre-1.0, we shouldn't be removing features which the vani...
by AnyOldName3
12 Aug 2018, 19:24
Forum: Mod Compatibility
Topic: Older bump mapped mods (and how to make them work in OpenMW)
Replies: 78
Views: 15709

Re: Older bump mapped mods (and how to make them work in OpenMW)

We're only going to end up displaying what you'd get if you mistakenly loaded a bump-mapped mod in the vanilla engine without MCP, so it's not like we're bending to the whims of other projects.