Search found 243 matches
- 11 Apr 2018, 17:00
- Forum: Off Topic
- Topic: XL Engine source code release!
- Replies: 94
- Views: 51854
Re: XL Engine source code release!
The other Elderscrolls games will never be made compatible with OpenMW. There are far too many differences between the engine requirements of these games. It won't be a post-1.0 consideration either. This had been decided before Zini even came on board, and he and Scrawl reiterated it since. But th...
- 11 Apr 2018, 16:42
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 167604
- 10 Apr 2018, 22:17
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 170400
Re: Shadows
Yes, PCSS seems to be a most good-looking soft shadow technique. May it be combined with current shadow maps like PCF or another rework is needed?
- 10 Apr 2018, 15:47
- Forum: Off Topic
- Topic: Armory - Game Engine for Blender.
- Replies: 0
- Views: 2895
- 10 Apr 2018, 14:52
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 170400
Re: Shadows
Thanks for your answer! Regarding soft shadows, I might implement PCSS filtering, but I might not. Usually it's an effect used to hide low-resolution shadow maps instead of making things look more realistic. In my investigations, I've been outside and looked at the shadows cast by real objects, and ...
- 09 Apr 2018, 17:19
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 170400
Re: Shadows
Interesting.
As a Master of Shadows, can you please explain a difference between Parallel-Split Shadow Map and Cascaded Shadow Map?
And what about soft shadows in your implementation?
As a Master of Shadows, can you please explain a difference between Parallel-Split Shadow Map and Cascaded Shadow Map?
And what about soft shadows in your implementation?
- 09 Apr 2018, 13:08
- Forum: General Development
- Topic: Shadows
- Replies: 310
- Views: 170400
Re: Shadows
What kind of shadow mapping techniques uses in current implementation?
- 09 Apr 2018, 13:02
- Forum: Support
- Topic: [Solved] Distant Terrain
- Replies: 4
- Views: 3247
Re: Distant Terrain
Thank you, guys!
I didn't know that "view distance" is connected with distant terrain.
I didn't know that "view distance" is connected with distant terrain.
- 08 Apr 2018, 20:02
- Forum: Support
- Topic: [Solved] Distant Terrain
- Replies: 4
- Views: 3247
[Solved] Distant Terrain
How to activate distant terrain in latest nightly build?
I already add "distant terrain = True" to settings.cfg, but nothing has changed.
I already add "distant terrain = True" to settings.cfg, but nothing has changed.
- 08 Apr 2018, 14:15
- Forum: Organisation and Planning
- Topic: OpenMW 0.44.0
- Replies: 278
- Views: 167604
Re: OpenMW 0.44.0
By the way, OSG 3.6 stable is released.