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Re: PBR implementation

Posted: 28 Aug 2016, 07:07
by lysol
Thanks for the links! :)

Re: PBR implementation

Posted: 28 Aug 2016, 08:18
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". :)

Re: PBR implementation

Posted: 28 Aug 2016, 14:50
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

Re: PBR implementation

Posted: 28 Aug 2016, 20:02
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.

Re: PBR implementation

Posted: 28 Aug 2016, 20:08
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

Re: PBR implementation

Posted: 03 Sep 2016, 09:56
by Methelina
This is vry first results in a changing lighting system to the PBR one.
Vry WIP
Spoiler: Show

Re: PBR implementation

Posted: 03 Sep 2016, 10:05
by Berandas
First glimpses? Keep it up! ;-)

Re: PBR implementation

Posted: 03 Sep 2016, 11:02
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. :)

Re: PBR implementation

Posted: 03 Sep 2016, 14:52
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?

Re: PBR and Graphics Improvements implementation

Posted: 03 Sep 2016, 16:41
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