Distant objects

Everything about development and the OpenMW source code.
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Re: Distant objects

Post by Stomy » 12 May 2019, 04:23

AnyOldName3 wrote:
11 May 2019, 22:30
All that said, I'm still not convinced optimised billboards are the best use of our time when we've got no batching whatsoever.
Other than the nuclear option of replacing OSG with hand-written rendering I don't have any ideas for that so I'm exploring something what could be done. Billboards aren't a silver bullet but nothing is, and at least this could allow replacer artists to do the work of tuning some distant features to look right instead of hoping for an algorithm to do it reliably. But even so, it's still not a solution for the vanilla game so pushing it beyond 1.0 is pretty much a given, if it ever even is supported.
Never attribute to bad code, that which can be adequately explained with clever hacks

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Re: Distant objects

Post by AnyOldName3 » 12 May 2019, 22:44

We've got a pretty good design for a system that should 'just work'. It doesn't require abandoning OSG or even using it in ways it wasn't designed to be used. It's just that no one's implemented it yet.
AnyOldName3, Master of Shadows

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