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 » 29 Mar 2017, 16:16

"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.
paying attention to #1751 #2473 #3609 #3862/#3929 #3807 #4297 #4623

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

Post by Chris » 30 Mar 2017, 08:22

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 » 16 May 2017, 06:05

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 » 28 May 2017, 07:56

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 » 29 May 2017, 04:28

Grilly wrote:
28 May 2017, 07:56
you 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 » 02 Jun 2017, 10:52

raevol wrote:
29 May 2017, 04:28
Grilly wrote:
28 May 2017, 07:56
you 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 » 03 Jun 2017, 01:17

Grilly wrote:
02 Jun 2017, 10:52
I'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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Capostrophic
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Re: Woo-hoo, distant terrain is in the master.

Post by Capostrophic » 03 Jun 2017, 07:04

shitty lingua anglica grammar ftw

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raevol
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Location: Caldera

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

Post by raevol » 05 Jun 2017, 08:07

Capostrophic wrote:
03 Jun 2017, 07:04
0.42.0 of course.
Perfect, ok thanks!

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SunnyUA
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Joined: 15 Apr 2013, 12:03

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

Post by SunnyUA » 10 Jun 2017, 00:23

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

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