Search found 109 matches
- 16 Mar 2017, 12:04
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124837
Re: [patch] new fog shader
The modified patch that I posted as it currently stands patches cleanly against the current codebase. I recommend turning 'force shaders = true' on in your settings.cfg so that the fog gets applied to all statics. It looks really good in the distance, less so up close.
- 15 Mar 2017, 22:25
- Forum: News
- Topic: Distant terrain
- Replies: 27
- Views: 36518
Re: Distant terrain
I get single digit fps when rendering statics that are really far off. I just thought of something. I recommend the max small object culling to be 16 pixels, but in my tests I ran my game at 1280x720 aspect ratio. If you are using a higher resolution, you may have to also use higher small object cu...
- 15 Mar 2017, 13:27
- Forum: General
- Topic: Woo-hoo, distant terrain is in the master.
- Replies: 44
- Views: 28880
Re: Woo-hoo, distant terrain is in the master.
I'm noticing a small bug in this, as it was actually in 0.36.1 as well. The water plane is not infinite. As you can see in this shot, looking toward Stirk and Vorndgad Forest, you can see those two areas as what appear hills on a flat plane beyond the ocean. (Vorndgad is directly in line with the Fi...
- 14 Feb 2017, 03:12
- Forum: Support
- Topic: Issues compiling Openmw. Can't find newer OSG [SOLVED]
- Replies: 13
- Views: 6189
Re: Issues compiling Openmw. Can't find newer OSG
I just ran into similar issues when rolling my own copies of OSG a couple of days ago. The pkg-config scripts for OSG seem to be broken in the usual cmake make install destination for /usr/local/lib64, as they look simply in /usr/local/lib Try symlinking lib64 to lib before installing the package, a...
- 10 Feb 2017, 20:05
- Forum: Organisation and Planning
- Topic: OpenMW 0.42.0
- Replies: 306
- Views: 171482
Re: OpenMW 0.42.0
He did forget precisely that. the openmw-0.41 packages need to be rebuilt too in the stable PPA
- 09 Feb 2017, 15:19
- Forum: Organisation and Planning
- Topic: OpenMW 0.42.0
- Replies: 306
- Views: 171482
Re: OpenMW 0.42.0
My post about the new libOSGs and the water shader can be ignored. I wasn't building the OSG png reader, which meant that the water shader's normalmap couldn't be loaded.
- 09 Feb 2017, 05:08
- Forum: Organisation and Planning
- Topic: OpenMW 0.42.0
- Replies: 306
- Views: 171482
Re: OpenMW 0.42.0
In related news, I found out one reason why shaders were not performing as well as expected - there was an OSG bug which had been fixed but not applied to 3.4 branch. To get the fix you'll need to use either the latest commit on the osg fork (based on 3.4) or upstream OSG master (to become 3.6). If...
- 06 Feb 2017, 21:20
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 124837
Re: [patch] new fog shader
Awesome, good to see you, visvaldis!
- 04 Feb 2017, 21:30
- Forum: General Development
- Topic: Advanced rendering
- Replies: 26
- Views: 15780
Re: Advanced rendering
If autogeneration is an option, we should still allow it to be turned off, and also allow some mechanism for modders to create LOD meshes to be used instead when appropriate. It almost certainly wouldn't get merged if it was always on, made certain things look wonky, and/or was too inflexible to al...
- 03 Feb 2017, 17:00
- Forum: General Development
- Topic: Advanced rendering
- Replies: 26
- Views: 15780
Re: Advanced rendering
One thought I had, is I've looked at some of the LOD stuff a little bit in OSG, and it seems to have a pretty good algorithm for computing simplified meshes on the fly. I know Destined doesn't particularly think it's the way to go, but part of me wants to advocate for it, so that all mods past, pres...