PBR and Graphics Improvements implementation

Everything about development and the OpenMW source code.
User avatar
lysol
Posts: 1513
Joined: 26 Mar 2013, 01:48
Location: Sweden

Re: PBR implementation

Post by lysol »

Thanks for the links! :)
User avatar
psi29a
Posts: 5355
Joined: 29 Sep 2011, 10:13
Location: Belgium
Gitlab profile: https://gitlab.com/psi29a/
Contact:

Re: PBR implementation

Post by psi29a »

@Methelina: is this something that we can ship with OpenMW and the user can turn it off and on in settings? Kind of like: Here is Vanilla Morrowind and over here is Vanilla Morrowind "Enhanced". :)
User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: PBR implementation

Post by Methelina »

psi29a wrote:@Methelina: is this something that we can ship with OpenMW and the user can turn it off and on in settings? Kind of like: Here is Vanilla Morrowind and over here is Vanilla Morrowind "Enhanced". :)
Sure it can be via #DEFINE but every branch made the interpreter slower :shock: But sure it can be switched on and of.
But tbh, pure PBR assets cannot be properly render as nonePBR render, so it can have a difficulties for PBR-only stuff. But i have some ideas how to fix it anyways
User avatar
Ace (SWE)
Posts: 887
Joined: 15 Aug 2011, 14:56

Re: PBR implementation

Post by Ace (SWE) »

Why do the switch in-shader? Just have a set of shaders and switch between those in the engine.
If nothing else, it's not all that expensive to do a shader recompile if you decide to turn the option on or off through a #define.
User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: PBR implementation

Post by Methelina »

Ace (SWE) wrote:Why do the switch in-shader? Just have a set of shaders and switch between those in the engine.
If nothing else, it's not all that expensive to do a shader recompile if you decide to turn the option on or off through a #define.
Cuz its not only shaders, its a lighting, reflection generation, irradiance/radiance and so on.
Anyway first we need something that will work.
i will be glad if someone will help me i need a coder that have a knowledge of the engine
User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: PBR implementation

Post by Methelina »

This is vry first results in a changing lighting system to the PBR one.
Vry WIP
Spoiler: Show
User avatar
Berandas
Posts: 96
Joined: 28 Oct 2012, 11:23
Location: Prague, Czech Republic
Contact:

Re: PBR implementation

Post by Berandas »

First glimpses? Keep it up! ;-)
User avatar
Atahualpa
Posts: 1176
Joined: 09 Feb 2016, 20:03

Re: PBR implementation

Post by Atahualpa »

Methelina wrote:This is vry first results in a changing lighting system to the PBR one.
Vry WIP
Nice! Looking forward to your next WIP screenshots. :)
User avatar
Methelina
Posts: 34
Joined: 22 Aug 2016, 09:21
Contact:

Re: PBR implementation

Post by Methelina »

Thx guys!

Main topic UP

____
we started fork the Shadows

Anyone has info why openMW have no shadows and where the roots of the problem are? Or any another useful information?
User avatar
sjek
Posts: 442
Joined: 22 Nov 2014, 10:51

Re: PBR and Graphics Improvements implementation

Post by sjek »

viewtopic.php?f=6&t=2775&hilit=osg+shad ... =30#p31950

if that thread can help. theres some more somewhere but just ask, but specific questions are far better than asking engine documentation althought for specific area : )
open source so best way to get comments on code is from github pull request. here on forums architechture is more common.

as a fan non coder, they aren't yet implemented is osg possibly from perfomance reasons what remember. in 0.36.1 there's still shadows as it's in ogre.

people's free time xP

@scrawl
any general advice on this ?

edit: and there's this one
viewtopic.php?f=2&t=3487&p=38947#p38947
also if i remember right the code was in gusgus github but there's no spefic tag for this so it would be manual search if it's in there anyway, but some technical info
Last edited by sjek on 03 Sep 2016, 17:06, edited 2 times in total.
Post Reply