OSG shaders

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scrawl
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Joined: 18 Feb 2012, 11:51

OSG shaders

Post by scrawl »

Yay, a new old feature!

Image

Image

Image

... object shaders (and thus normal maps / bump maps) are back! There are still some minor issues that need fixing (e.g. the glow effect on enchanted objects), other than that, works great... sadly the performance isn't as good as I'd hoped, but I should be able to improve it by tweaking the state graph. To be fair though, enabling shaders in the Ogre version also had a considerable FPS hit (about 40% it seems).

As always, the code is on my github if you want to give it a spin before it hits the masses.

Still to do before I make a pull request:
- minor FIXMEs
- terrain shaders
- improve performance
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ElderTroll
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Re: OSG shaders

Post by ElderTroll »

More great news, Scrawl! Version 0.39 is going to be an exciting release.
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Amenophis
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Location: Fortaleza - Ceará - Brasil

Re: OSG shaders

Post by Amenophis »

Since Hrnchamd just started to introduce PBR into Morrowind engine, can I ask if OSG supports that feature?
http://forums.bethsoft.com/topic/158633 ... prototype/
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lysol
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Re: OSG shaders

Post by lysol »

Niiice! Been waiting for this. :)
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raevol
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Re: OSG shaders

Post by raevol »

Wow exciting!
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Greendogo
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Re: OSG shaders

Post by Greendogo »

Could someone link me to a good description of PBR and why we'd want it?
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psi29a
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Re: OSG shaders

Post by psi29a »

Great work scrawl! :D
Amenophis wrote:Since Hrnchamd just started to introduce PBR into Morrowind engine, can I ask if OSG supports that feature?
http://forums.bethsoft.com/topic/158633 ... prototype/
I (and Hrndchamd) already answered this here:
viewtopic.php?f=2&t=3325&p=36995&hilit=Hrnchamd#p36995

@Greendogo, read the thread I posted above, it goes into all about PBR/Morrowind/OpenMW.
Chris
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Re: OSG shaders

Post by Chris »

Greendogo wrote:Could someone link me to a good description of PBR and why we'd want it?
https://www.youtube.com/watch?v=S1A0YqdRhe4
Essentially, it's a way of modeling light that's physically accurate. It allows a method of authoring materials that works consistently in all lighting conditions, since it relies on actual physics like conservation of energy, fresnel effects, etc, and works with measurable real-world properties to get a believable result (which, again, works consistently in all lighting conditions).
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Amenophis
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Re: OSG shaders

Post by Amenophis »

psi29a wrote: I (and Hrndchamd) already answered this here:
viewtopic.php?f=2&t=3325&p=36995&hilit=Hrnchamd#p36995
Thank you!
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scrawl
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Joined: 18 Feb 2012, 11:51

Re: OSG shaders

Post by scrawl »

PBR is just a shader. In theory you should be able to plug it in with a new shader file, there wouldn't be any changes needed to the engine itself.
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