Woo-hoo, distant terrain is in the master.

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wareya
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Re: Woo-hoo, distant terrain is in the master.

Post by wareya »

"Ideally" you would have a depth buffer that's linear up close and logarithmic at a distance, but I'm pretty sure OpenGL doesn't provide something like that out of the box.
Chris
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Re: Woo-hoo, distant terrain is in the master.

Post by Chris »

wareya wrote:"Ideally" you would have a depth buffer that's linear up close and logarithmic at a distance, but I'm pretty sure OpenGL doesn't provide something like that out of the box.
It doesn't, no. You'd have to use a pixel shader to write a custom depth function, but then you lose the early-depth-test optimization that can avoid running the shader for pixels that are obscured by already-rendered pixels. But the reversed fp trick works with not only the early-depth-test optimization, since the depth value is still calculated before running the shader, but it also works with the standard fixed-function pipeline.
Phexe
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Joined: 04 Dec 2015, 03:28

Re: Woo-hoo, distant terrain is in the master.

Post by Phexe »

Looks really nice in 21:9 with 100 FOV :D

http://i.imgur.com/nKKn4pU.jpg
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Grilly
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Re: Woo-hoo, distant terrain is in the master.

Post by Grilly »

I still had my original "distant land" setting in my cfg file from before osg. I was scratching my head when it wasn't working for me since in the new update. Then I noticed someone post here that the setting needed to be "distant terrain". Now it works but when this gets into a stable release you might want to mention the change so people will know to go into the cfg file and change it.
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raevol
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Re: Woo-hoo, distant terrain is in the master.

Post by raevol »

Grilly wrote: 28 May 2017, 07:56you might want to mention the change so people will know to go into the cfg file and change it.
If I forget to do that in the release announcement please remind me!
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Grilly
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Re: Woo-hoo, distant terrain is in the master.

Post by Grilly »

raevol wrote: 29 May 2017, 04:28
Grilly wrote: 28 May 2017, 07:56you might want to mention the change so people will know to go into the cfg file and change it.
If I forget to do that in the release announcement please remind me!
I'll keep an eye out for it. Is Distant Terrain coming in 0.42 or 0.43 stable?
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raevol
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Re: Woo-hoo, distant terrain is in the master.

Post by raevol »

Grilly wrote: 02 Jun 2017, 10:52I'll keep an eye out for it. Is Distant Terrain coming in 0.42 or 0.43 stable?
Huh. It looks like 0.43? Can someone correct me if I am wrong?
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raevol
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Re: Woo-hoo, distant terrain is in the master.

Post by raevol »

Capostrophic wrote: 03 Jun 2017, 07:040.42.0 of course.
Perfect, ok thanks!
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SunnyUA
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Re: Woo-hoo, distant terrain is in the master.

Post by SunnyUA »

So many months without an update video... Folks, I hope y'all are doing good.
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