Yay, a new old feature!
... 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
OSG shaders
- ElderTroll
- Posts: 499
- Joined: 25 Jan 2012, 07:01
Re: OSG shaders
More great news, Scrawl! Version 0.39 is going to be an exciting release.
Re: OSG shaders
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/
http://forums.bethsoft.com/topic/158633 ... prototype/
Re: OSG shaders
Niiice! Been waiting for this.
Re: OSG shaders
Could someone link me to a good description of PBR and why we'd want it?
- psi29a
- Posts: 5355
- Joined: 29 Sep 2011, 10:13
- Location: Belgium
- Gitlab profile: https://gitlab.com/psi29a/
- Contact:
Re: OSG shaders
Great work scrawl!
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.
I (and Hrndchamd) already answered this here: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/
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.
Re: OSG shaders
https://www.youtube.com/watch?v=S1A0YqdRhe4Greendogo wrote:Could someone link me to a good description of PBR and why we'd want it?
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).
Re: OSG shaders
Thank you!psi29a wrote: I (and Hrndchamd) already answered this here:
viewtopic.php?f=2&t=3325&p=36995&hilit=Hrnchamd#p36995
Re: OSG shaders
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.