Search found 30 matches

by visvaldas
25 Jul 2018, 21:11
Forum: Development
Topic: [patch] new fog shader
Replies: 126
Views: 37483

Re: [patch] new fog shader

Not sure what's going on there.
Can you post a screeshot with some distant terrain in view (e.g. the position of your screenshot, but facing red mountain)?
by visvaldas
21 Jul 2018, 13:28
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 3031

Re: Water shaders, OpenMW vs MGEXE

OoOoO I had forgotten about that! Any progress with that? But yes, we'd have to come up with a more rigorous method than water type per cell. And preferably some kind of boundary condition between different types so the two different wave types would blend more naturally. I don't think you could si...
by visvaldas
20 Jul 2018, 18:07
Forum: Feature Requests and Suggestions
Topic: Water shaders, OpenMW vs MGEXE
Replies: 47
Views: 3031

Re: Water shaders, OpenMW vs MGEXE

Adding the foam would be great, but if the project ever gets to that stage it should somehow differentiate cells that are ocean water and cells that are river water. Difficult indeed. Probably will have to flag cells what type of water it contains or something similar. There are cells where river w...
by visvaldas
14 Jul 2018, 15:29
Forum: Development
Topic: [patch] new fog shader
Replies: 126
Views: 37483

Re: [patch] new fog shader

Before this can be mainlined there should to be a way to easily switch between different fog implementations. This is a bit complicated because the fog shader depends on several components I had to modify to make it work. Among those are: lighting calculations: lighting.glsl, mwworld/weather.cpp sky...
by visvaldas
13 Jul 2018, 08:08
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 652

Re: Shader License

It actually is the water shader from which I'm using code ;) Turns out, its just the fresnel and specular calculations. float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) { float c = abs(dot(Incoming, Normal)); float g = eta * eta - 1.0 + c * c; float result; if(g > 0.0) { g = sqrt(g); ...
by visvaldas
11 Jul 2018, 21:23
Forum: General discussion
Topic: Shader License
Replies: 9
Views: 652

Shader License

As far as I can see it is not really clear under which license the shaders are released. According to https://openmw.org/faq/#legal_stuff All fonts, shaders and other assets shipped with OpenMW are licensed under separate terms. Details can be found in the Readme file or in the Wiki. The wiki link t...
by visvaldas
11 Jul 2018, 20:50
Forum: Development
Topic: [patch] new fog shader
Replies: 126
Views: 37483

Re: [patch] new fog shader

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by visvaldas
11 Jul 2018, 20:16
Forum: Development
Topic: [patch] new fog shader
Replies: 126
Views: 37483

Re: [patch] new fog shader

Hi!

I'm sorry for the long radio silence.
The code still needs some cleaning up - here is what I have so far:

https://gitlab.com/vrresto/openmw/tree/ ... er-cleanup

It also should be rebased against master I guess.
Not sure when I'll have time for it - so feel free to step in ;)
by visvaldas
20 Sep 2017, 21:44
Forum: Development
Topic: Experiments
Replies: 3
Views: 1550

Re: Experiments

Curious, is this just an import of the world, or are all the creatures and scripts still running here? If the latter, does it break anything? Does the coc command still function properly? Are structures/land formations/cells slightly warped, and if so, is there any effect on the Physics? If I shoot...
by visvaldas
20 Sep 2017, 21:40
Forum: Development
Topic: [patch] new fog shader
Replies: 126
Views: 37483

Re: [patch] new fog shader

Working on sunset appearance ...
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