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Re: Shadows

Posted: 15 Dec 2018, 23:51
by jagerarts
terabyte25 wrote: 12 Dec 2018, 02:00
jagerarts wrote: 12 Dec 2018, 01:44 Hi!

Is there any chance we get a preview video with the current build of shadows? I'm really curious how they look in OpenMW but not tech savvy enough to compile it myself.
Here's the build for windows.
https://ci.appveyor.com/api/buildjobs/b ... fb58e1.zip

Shadows also need configuration in your settings files, here's the ones I use:

Code: Select all

[Shadows]
enable shadows = true
object shadows = true
actor shadows = true
player shadows = true
number of shadow maps = 3
shadow map resolution = 2048
compute tight scene bounds = true
split point uniform logarithmic ratio = 1.0
polygon offset factor = 16
polygon offset units = 72.0
use front face culling = false
Thank You kind sir! Appreciated!
Capostrophic wrote: 12 Dec 2018, 22:48

Code: Select all

polygon offset factor = 16
polygon offset units = 72.0
Please don't do this.
Do You have any suggestions regarding this? Lower/higher? Thanks!

Re: Shadows

Posted: 16 Dec 2018, 00:07
by raevol
Capostrophic wrote: 12 Dec 2018, 22:48
Please don't do this.
Please don't do this. If you're going to reply, post something constructive. We already have enough issues with shitty drive-by posters, let's hold ourselves as contributing members to a higher standard.

Re: Shadows

Posted: 16 Dec 2018, 11:15
by Capostrophic
Do You have any suggestions regarding this? Lower/higher? Thanks!
From my own point of view, some amount of flickering is more acceptable than shadows being placed at half a meter from the caster so you'd have to lower these specific values. But of course it's up to your own views how to setup them. I'm just protesting against some specific exaggerated settings being regarded as "recommended" even though there isn't such a thing when it comes to compromises.

For more info (though this might be vague and inaccurate), in a very thin model polygons may be so close they may almost touch the other side, which causes the shadow rendering to get confused which side should have shadows in a single spot. These added settings allow the user to compromise between flickering and so-called peter-panning - shadows being detached from the caster on a certain distance. The specific values in that config file portion cause major peter-panning even though there's virtually no flickering.

Re: Shadows

Posted: 30 Jan 2019, 23:32
by AnyOldName3
There's a new commit in town, and that should basically remove the need to compromise between the two issues described above. Yay!

Re: Shadows

Posted: 30 Jan 2019, 23:40
by lysol
Woohooo! Great news!

Re: Shadows

Posted: 31 Jan 2019, 04:16
by raevol
Can we merge this at this point? Can we get it into 0.45 so we can get it out to users for testing?

Re: Shadows

Posted: 31 Jan 2019, 09:08
by psi29a
raevol wrote: 31 Jan 2019, 04:16 Can we merge this at this point? Can we get it into 0.45 so we can get it out to users for testing?
Crazy? I think you mean 0.46 and nightlies? :)

Re: Shadows

Posted: 31 Jan 2019, 12:21
by robcbwilson
Having shadows in Open MW will be amazing!

Re: Shadows

Posted: 31 Jan 2019, 14:25
by Atahualpa
AnyOldName3 wrote: 30 Jan 2019, 23:32 There's a new commit in town, and that should basically remove the need to compromise between the two issues described above. Yay!
That sounds great, AnyOldName3! :D
Can't wait to see shadows in an official release.

psi29a wrote: 31 Jan 2019, 09:08
raevol wrote: 31 Jan 2019, 04:16 Can we merge this at this point? Can we get it into 0.45 so we can get it out to users for testing?
Crazy? I think you mean 0.46 and nightlies? :)
No, let's do a 0.44.1 patch release. :P

Re: Shadows

Posted: 31 Jan 2019, 17:56
by raevol
psi29a wrote: 31 Jan 2019, 09:08 Crazy? I think you mean 0.46 and nightlies? :)
Hmm, no I meant 0.45. I know it's on its own branch now, but we have to rebuild/retest anyway?