Search found 109 matches

by magamo
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.
by magamo
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...
by magamo
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...
by magamo
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...
by magamo
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
by magamo
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.
by magamo
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...
by magamo
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!
by magamo
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...
by magamo
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...