Search found 2557 matches
- 03 Mar 2019, 02:37
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Right, it looks like we were both using different terms for the same thing. I've also seen clustered shading used to describe a type of deferred system, too, and it didn't mention anything about forward rendering.
- 02 Mar 2019, 16:39
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Deferred techniques have a lot of issues that aren't easily resolvable (e.g. no MSAA without complicated workarounds that make things slow, not working at all with translucent things, which is like half of all Morrowind meshes). However, forward-plus rendering is starting to be adopted, and while it...
- 01 Mar 2019, 16:12
- Forum: Support
- Topic: [Solved] [compiling] cmake cant find osgPlugins.
- Replies: 8
- Views: 3967
Re: [compiling] cmake cant find osgPlugins.
Firstly, start with a different OSG version. Even if you do get OpenMW to compile against master-branch OSG, it's going to be buggy as OSG 3.7 is not ready for general use yet. Our fork of OSG's 3.4 branch here https://github.com/OpenMW/osg/tree/3.4 is what most of our official releases are made wit...
- 01 Mar 2019, 13:49
- Forum: Off Topic
- Topic: Linux Questions: GPU/CPU Monitor...... Tes Construction Set
- Replies: 19
- Views: 17523
Re: Linux Questions: GPU/CPU Monitor...... Tes Construction Set
It might be an idea to add that and maybe some other tips to the wizard, but a warning that strong would be going a little overboard. After all, it's not like it's anything we ever could remove, as there's no way that a data directory full of vanilla content looks different from a data directory con...
- 01 Mar 2019, 12:07
- Forum: Feature Requests and Suggestions
- Topic: Distant Statics Placeholder
- Replies: 27
- Views: 17814
Re: Distant Statics Placeholder
We've already got a custom cull callback on everything to do light selection, so I'm not 100% sure if that would also need tweaking to make a second cull callback work. I think the way a cull callback would achieve what you're suggesting is to disable small feature culling for the cull visitor, then...
- 01 Mar 2019, 02:27
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
There are normals in the meshes, too. If they're stupid, I'm guessing OpenMW might be fixing them and the original engine might not be (or vice versa) and that's wareya's guess.
- 28 Feb 2019, 18:38
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
When fixed-function mode is used, OpenMW and Morrowind are supposed to have identical lighting (as, IIRC, vanilla Morrowind uses DX8's fixed-function lighting, which should be identical to OpenGL's, but this is hard to google). When clamp lighting is on, our shaders and fixed-function mode are suppo...
- 28 Feb 2019, 18:09
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
What happens if /resources/shaders/lighting.glsl is edited so at the top it says #define MAX_LIGHTS 4 instead of 8 (and also force shaders in enabled - this obviously won't make a difference without shaders being in use)? If it's due to light selection, the issue should be gone with MAX_LIGHTS as 1,...
- 28 Feb 2019, 17:54
- Forum: Off Topic
- Topic: Linux Questions: GPU/CPU Monitor...... Tes Construction Set
- Replies: 19
- Views: 17523
Re: Linux Questions: GPU/CPU Monitor...... Tes Construction Set
I'm pretty sure OpenMW has a setting to ignore filesystem case. That's probably easier than renaming everything. Then I did not make myself clear. Example: Mod 1 has the file tx_land_darkstone02.dds. Mod 2 has the file Tx_land_DarkStone02.DDS. Both files are in the same folder if one does not take ...
- 28 Feb 2019, 17:50
- Forum: Support
- Topic: Odd/Incorrect Lighting on Meshes
- Replies: 26
- Views: 10760
Re: Odd/Incorrect Lighting on Meshes
Huh. Just to make comparisons easier, can you try and get a pair of screenshots from the exact same angle? My first guess would be that maybe OpenMW and the vanilla engine are using different approaches to determine which lights get used for which objects, and in OpenMW, the two wall pieces are assi...