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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
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
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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