Search found 57 matches: clustered
Searched query: +clustered
- 08 Feb 2024, 10:14
- Forum: TES3MP
- Topic: Suggestion on Server Structure
- Replies: 2
- Views: 1775
Re: Suggestion on Server Structure
... requiring a password are entered in the Master server level. But the main difference in this idea is have it so that multiple servers can be clustered together with different landmasses being different servers. These clustered servers could share data, have slight tweaks and others having ...
- 13 Jul 2021, 01:33
- Forum: General
- Topic: Diagnosing Morrowind light pop-in
- Replies: 27
- Views: 24676
Re: Diagnosing Morrowind light pop-in
... to the MR, just some concerns about how this changes visuals. There is still a big leap we need to take with lighting, and that's introducing clustered forward rendering. It will pretty much eliminate our lighting concerns, but nobody has seem interested in adding it and I am working on other ...
- 22 Feb 2021, 10:59
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
You are a hero good sir.
- 21 Feb 2021, 22:54
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
Done. https://gitlab.com/OpenMW/openmw/-/merge_requests/618AnyOldName3 wrote: ↑21 Feb 2021, 16:00 Can you open a draft MR, please? It might be useful if I could review it a bit, but GitLab apparently won't do diffs across forks without an associated MR.
- 21 Feb 2021, 16:00
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
Can you open a draft MR, please? It might be useful if I could review it a bit, but GitLab apparently won't do diffs across forks without an associated MR.
- 21 Feb 2021, 07:39
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
The shader ignores any lights it's told to use beyond that number, but that doesn't mean the engine is bothering to tell it to use any other lights. It might be a case of tweaking a couple of lines in the light manager, or it might involve moving away from glLight to a custom uniform depending on t...
- 12 Jun 2019, 14:32
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
It's all still on my to-do list.
With the amount of time it's taking to get around to stuff, it might genuinely be worth your while to learn some OpenGL if you haven't already. I know I've mentioned that before.
With the amount of time it's taking to get around to stuff, it might genuinely be worth your while to learn some OpenGL if you haven't already. I know I've mentioned that before.
- 12 Jun 2019, 01:58
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
3-month check-in: I'm still interested in updating this thread with examples of clustered shading in the wild as they're found, but there's also the matter of the suggested test using basic forward rendering. Any news on when or if this ballpark estimate can be ...
- 01 Apr 2019, 13:40
- Forum: Feature Requests and Suggestions
- Topic: Procedural generation based on land terrain texture grid
- Replies: 44
- Views: 26387
Re: Procedural generation based on land terrain texture grid
... strokes and more time on the detail. It could be possible, for instance, to have intelligent object scattering logic so that trees/rocks/etc are clustered in a believable and interesting manner. As a landscape artist, you'd have a good base to work with almost from the get go.
- 12 Mar 2019, 14:31
- Forum: Feature Requests and Suggestions
- Topic: Unlimited Light Sources with Clustered Forward Shading
- Replies: 38
- Views: 29612
Re: Unlimited Light Sources with Clustered Forward Shading
The shader ignores any lights it's told to use beyond that number, but that doesn't mean the engine is bothering to tell it to use any other lights. It might be a case of tweaking a couple of lines in the light manager, or it might involve moving away from glLight to a custom uniform depending on th...