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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby mh » Fri Feb 13, 2015 1:47 pm

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Re: What are you working on?

Postby Barnes » Sat Feb 14, 2015 7:34 am

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Re: What are you working on?

Postby qbism » Sat Feb 14, 2015 4:18 pm

q1+q2: The light map is ADDED to the texture map to produce shading.
q3: The light map is MULTIPLIED with the texture map to produce shading.
So it takes a lighting tool change as well to flip from one type to the other?
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Re: What are you working on?

Postby Spike » Sat Feb 14, 2015 4:46 pm

.
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Re: What are you working on?

Postby Barnes » Sat Feb 14, 2015 4:56 pm

There are debug tools gl_saturatelighting (additive if 1) gl_monolightmap with values I, L (multiplication), A (alpha blending)
otherwise, multitextured or 2-pass, there is multiplicative blending of a lightmap into diffuse texture

if ( qglMTexCoord2fSGIS )
{
GL_EnableMultitexture( true );

GL_SelectTexture( GL_TEXTURE0_SGIS );
GL_TexEnv( GL_REPLACE );
GL_SelectTexture( GL_TEXTURE1_SGIS );

if ( gl_lightmap->value )
GL_TexEnv( GL_REPLACE );
else
GL_TexEnv( GL_MODULATE );

R_RecursiveWorldNode (r_worldmodel->nodes);

GL_EnableMultitexture( false );
}
else
{
R_RecursiveWorldNode (r_worldmodel->nodes);
}
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Re: What are you working on?

Postby Barnes » Sat Feb 14, 2015 5:01 pm

explosion decals are now projected to 6 sides of the cube instead of just the frontal direction
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Re: What are you working on?

Postby qbism » Sat Feb 14, 2015 5:07 pm

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Re: What are you working on?

Postby Barnes » Sat Feb 14, 2015 5:41 pm

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Re: What are you working on?

Postby Barnes » Sat Feb 14, 2015 5:45 pm

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Re: What are you working on?

Postby Spiney » Sun Feb 15, 2015 1:41 pm

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Re: What are you working on?

Postby Barnes » Sun Feb 15, 2015 3:11 pm

is another technique (projected texture).
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Re: What are you working on?

Postby mankrip » Thu Feb 19, 2015 1:20 am

That's pretty cool Barnes. Good decals always impress me.

As for me, I've managed to implement a "dithering" effect on the particles. However, it's not a filter and it doesn't use the kernel matrices — it's a completely different approach. Everything in it is precalculated, and due to the reduced number of writes to the buffers, the impact on the framerate should be negligible.

The code still needs a good amount of cleanup and optimizations, and the translucent particles version will be implemented after that.

Also, no screenshot yet because I'm with very limited Internet access. Whoohoo!
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
==-=-=-=-=-=-=-=-=-=-==
/ /
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Re: What are you working on?

Postby Barnes » Fri Feb 20, 2015 6:07 am

Screen Space Local Reflection (early alpha testing)
reflections with out fps drop

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Re: What are you working on?

Postby Barnes » Fri Feb 20, 2015 7:03 pm

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Re: What are you working on?

Postby hogsy » Sat Feb 21, 2015 2:18 am

Image
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