Search found 51 matches

by wazabear
23 Jul 2021, 03:24
Forum: Support
Topic: Sun Glare shinning through walls and other objects
Replies: 10
Views: 1195

Re: Sun Glare shinning through walls and other objects

Might be the same issue I was having, does this build (https://gitlab.com/glassmancody.info/openmw/-/pipelines/340889136) fix sun @InsideSmoke? If you test, make sure you have shaders enabled with `[Shaders] force shaders = true`. I doubt all our drivers got occlusion queries wrong so badly, so I ha...
by wazabear
21 Jul 2021, 07:19
Forum: Support
Topic: 0.47 lighting issue
Replies: 14
Views: 1615

Re: 0.47 lighting issue

An API trace would be *extremely* helpful, if it's possible.
by wazabear
21 Jul 2021, 07:08
Forum: General
Topic: Understanding Morrowind's Asset Issues
Replies: 4
Views: 512

Re: Understanding Morrowind's Asset Issues

Good question! This has actually been my main area of interest as of late, and I'm working on some experiments that should hopefully bring good news. Sounds like you got the big picture. Besides just static objects the way body slots work in Morrowind add to the draw-call nightmare, it's one of the ...
by wazabear
13 Jul 2021, 01:44
Forum: General Development
Topic: Lua API for GUI
Replies: 29
Views: 4763

Re: Lua API for GUI

I don't see any built-in way to make a widget's width 30% of its parent's. That's what position_real is for, to get 30% width and 100% height you'd do this. position_real="0 0 0.3 1" Forgot to write an update on this. I've tried real position, and it's not great. The main issue is that it...
by wazabear
13 Jul 2021, 01:33
Forum: General
Topic: Diagnosing Morrowind light pop-in
Replies: 27
Views: 9839

Re: Diagnosing Morrowind light pop-in

Reviewed the whole discussion. Those opposing this MR are wrong. The original Morrowind lighting was a horrid hack and your work improves OpenMW substantially. Thanks. There was no opposition to the MR, just some concerns about how this changes visuals. There is still a big leap we need to take wit...
by wazabear
30 Jun 2021, 05:28
Forum: Support
Topic: Statics floating in midair, how to reset?
Replies: 4
Views: 459

Re: Statics floating in midair, how to reset?

I'm not really familiar with this area of engine but omwsaves can be read with esmtool, so i'm taking a wild guess and saying you could possibly use a tool such as tes3cmd to clear animation data.
by wazabear
29 Jun 2021, 04:28
Forum: Support
Topic: Statics floating in midair, how to reset?
Replies: 4
Views: 459

Re: Statics floating in midair, how to reset?

Unfortunately, animated objects get their current state baked into saves, a feature that carries over from both engines. This is a really common issue with no fix that I'm aware of. In theory someone could create a tool to remove this but I don't think something like this exists.
by wazabear
17 Jun 2021, 21:36
Forum: Support
Topic: 0.47 lighting issue
Replies: 14
Views: 1615

Re: 0.47 lighting issue

Oh well, I should have known.
akortunov wrote: 17 Jun 2021, 17:34 As for me, it looks similar to red objects when using shadows on ARM (due to bug in GPU driver), which we had in the past.
So this was fixed, any relevant MRs? If errors are so similar might put me on right track at least.
by wazabear
17 Jun 2021, 02:45
Forum: Support
Topic: 0.47 lighting issue
Replies: 14
Views: 1615

Re: 0.47 lighting issue

Any warnings in log, what about with

Code: Select all

OPENMW_DEBUG_OPENGL=true
environment variable? Don't have much to go on here, especially since I don't have access to anything close to a M1 mac.

Also, is it always that red tint, or just random discoloring?
by wazabear
10 Jun 2021, 04:29
Forum: Feature Requests and Suggestions
Topic: Stop rain/snow from falling through pieces of environment?
Replies: 19
Views: 8145

Re: Stop rain/snow from falling through pieces of environment?

Yes it's cool but it means that particles need to span your entire view distance now, which is a major problem actually. As is, you'll have really weird scenarios where particles are occluded but you see no particles in distance. Areas with thick spots of trees are a common scenario. This is because...