Search found 330 matches

by wareya
04 Mar 2019, 20:55
Forum: Feature Requests and Suggestions
Topic: Unlimited Light Sources with Clustered Forward Shading
Replies: 32
Views: 3416

Re: Unlimited Light Sources with Clustered Forward Shading

I'd like to emphasize that comparing modern rendering architectural patterns to anything that an N64 game did is a very bad idea. If you're talking about the 3DS remake though then you might be right, I don't know.
by wareya
04 Mar 2019, 19:34
Forum: General
Topic: [PATCH] Show [empty] tags on empty containers
Replies: 10
Views: 1264

Re: [PATCH] Show [empty] tags on empty containers

This has the potential to conflict with containers with random contents in the future because contents are supposed to be determined upon opening them. Why? Because it has real effects on normal gameplay because of leveled lists. https://gitlab.com/OpenMW/openmw/issues/3862
by wareya
04 Mar 2019, 18:52
Forum: General
Topic: [PATCH] Inventory sort button
Replies: 14
Views: 1484

Re: [PATCH] Inventory sort button

Those policies can be overridden if the feature is sufficiently desirable, like important options UI additions.
by wareya
03 Mar 2019, 15:19
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 1773

Re: Odd/Incorrect Lighting on Meshes

Fundamental shading system changes would only fix the normal lighting problems, not this one. This one is some kind of obscure bug.
by wareya
02 Mar 2019, 15:03
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 1773

Re: Odd/Incorrect Lighting on Meshes

There's a pretty obvious/simple way to fix all the game's lighting problems (render every light on every object, into a framebuffer just containing lighting info if necessary) but it would slow the game down a lot. I wonder what OSG has for advanced lighting.
by wareya
02 Mar 2019, 14:33
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 1773

Re: Odd/Incorrect Lighting on Meshes

Okay, this seam lights properly during nighttime with a handheld light, so I have no suspicion that it's bad normals anymore.

PS: We have some serious terrain lighting problems because of lighting selection like in Sadith Mora, but vanilla has them too.
by wareya
01 Mar 2019, 19:48
Forum: Editor Development
Topic: Terrain Editing
Replies: 125
Views: 26366

Re: Terrain Editing

by wareya
01 Mar 2019, 18:47
Forum: Editor Development
Topic: Terrain Editing
Replies: 125
Views: 26366

Re: Terrain Editing

That might not work with the way that terrain collision is currently implemented, I'm not sure, but there shouldn't be anything preventing it in theory. Well, at least in vanilla, you get popped back up above ground if you go below it, but. The most common way for engines to support caves and overha...
by wareya
28 Feb 2019, 22:16
Forum: Support
Topic: Odd/Incorrect Lighting on Meshes
Replies: 26
Views: 1773

Re: Odd/Incorrect Lighting on Meshes

Are the normals on these models normalized to a length of 1.0?
by wareya
28 Feb 2019, 12:05
Forum: Editor Development
Topic: Terrain Editing
Replies: 125
Views: 26366

Re: Terrain Editing

You could use most-common-neighbor filtering, breaking ties in a deterministic way. This will get rid of staircasing, like running the median filter in paint.net or gimp.