[patch] new fog shader

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nnayo
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Re: [patch] new fog shader

Post by nnayo » 26 May 2015, 06:25

:shock: yes, that's really beautiful!
please merge it to main branch

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PeterBitt
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Re: [patch] new fog shader

Post by PeterBitt » 26 May 2015, 09:16

Wow! This is absolutely amazing!
How does one install this .patch file?

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sjek
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Re: [patch] new fog shader

Post by sjek » 26 May 2015, 18:30

well..... bleeding edge way

viewtopic.php?f=8&t=2720

recommend clean install and following guide kinda exactly...
(still don't know how somebody can do that but it's possible)

with tortoisegit opening that patch and file --> apply patch. to pulled / downloaded source directory
"life is crazy"
"craziness has beauty which only crazies understand" some movie clip in the head.
https://wiki.openmw.org/index.php?title=Testing

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scrawl
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Re: [patch] new fog shader

Post by scrawl » 26 May 2015, 19:50

If someone were to move all of the calculations to the shader, which shouldn't be too difficult, then you could just drop it into your resource folder and have it work without recompiling the game, just like a normal mod.

I don't see a point in merging this to master now. We are unlikely to have another release before the OSG branch gets merged, at which point this work would become obsoleted. As for porting the fog shader to the OSG branch, way too early for that because we don't have any shaders yet.

visvaldas
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Re: [patch] new fog shader

Post by visvaldas » 27 May 2015, 20:22

scrawl wrote:If someone were to move all of the calculations to the shader, which shouldn't be too difficult, then you could just drop it into your resource folder and have it work without recompiling the game, just like a normal mod.
Done. :mrgreen:
Since this version takes no density parameter from the engine you have to manually edit the parameters at the beginning of fog.h to change the density etc.
You also may need to empty your openmw cache directory (~/.cache/openmw on my system) for the changes to take effect.

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jirka642
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Re: [patch] new fog shader

Post by jirka642 » 27 May 2015, 21:56

Wow, thanks it seriously looks awesome.

http://a.pomf.se/yggajb.png
http://a.pomf.se/fbozxq.png

Also, for people like me that didn't know:
- You need to extract the shaders not to datafiles folder but to resource folder!
- On my Linux PC is correct folder located in /usr/share/games/openmw/resources/materials/ , but it can be at the same place as your openmw executable depending on how you installed openmw.
- You also need to set "distant land = true" and make "viewing distance" bigger in settings.cfg. (I set it to 460000)
On GitHub as kunesj, on GitLab as kunesj.
OS: Linux Mint 18, CPU: Intel Core i5-3330, RAM: 16GB, GPU: GeForce GTX 650Ti, OpenMW: from source

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psi29a
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Re: [patch] new fog shader

Post by psi29a » 27 May 2015, 22:46

Talk about atmosphere, love it!

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dEnigma
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Re: [patch] new fog shader

Post by dEnigma » 28 May 2015, 08:51

This looks amazing, maybe it's time for me to test OpenMW again ;)
Some pirates achieved immortality by great deeds of cruelty or derring-do. Some achieved immortality by amassing great wealth. But the captain had long ago decided that he would, on the whole, prefer to achieve immortality by not dying

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lgromanowski
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Re: [patch] new fog shader

Post by lgromanowski » 28 May 2015, 10:12

Wow, it's amazing! :D
best regards,
Lukasz

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psi29a
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Re: [patch] new fog shader

Post by psi29a » 28 May 2015, 10:26

This gets my vote to automatic inclusion into default OpenMW...

(even though it is perfectly fine as a drop-in mod as well.)

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