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InsideQC Forums • View topic - making a better texture managment system for tenebrae

making a better texture managment system for tenebrae

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Re: making a better texture managment system for tenebrae

Postby revelator » Tue Jun 05, 2012 4:16 pm



First release version.
Added hardware gamma (probably needs to have some sort of contrast as it tends to make the colors wash out) curtesy of fitzquake.
Added more light types to the rt_lights. light_fluoro etc.
Reordered skybox code (pushed it back where it belongs and it works fine so i dunno why they moved it out in the first place).
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Re: making a better texture managment system for tenebrae

Postby revelator » Thu Jun 07, 2012 3:13 am



compiled version for those unlucky enough to not be coders :P drop in yer quake folder and fire it up, hopefully it wont crash (unconfirmed) :mrgreen:
nah its pretty stable but some mods do crash with it. mostly the speedrun ones.
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Re: making a better texture managment system for tenebrae

Postby revelator » Thu Jun 07, 2012 3:14 pm

Im beating my head on one last bugger.
Tenebrae is unable to use the glquake depth hack to avoid having models poke through walls. The problem is that the model gets pushed out of its space as far as i can see so bumpmapping stops working on view models cause theres no light ever hitting them. It also affects shadows from time to time but not to the same degree.
I wonder how LH got around that one ?.

Oh and a weird one... i tried using MH's water warp from his GL_Perspective function but it seems not doing anything in tenebrae :shock: it works everywhere else though.
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Re: making a better texture managment system for tenebrae

Postby mh » Thu Jun 07, 2012 5:49 pm

Tenebrae might load it's own custom projection matrix at some point which would explain the waterwarp.
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Re: making a better texture managment system for tenebrae

Postby revelator » Thu Jun 07, 2012 7:01 pm

hmm aye that might explain it.
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Re: making a better texture managment system for tenebrae

Postby revelator » Fri Jun 08, 2012 4:39 pm

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Re: making a better texture managment system for tenebrae

Postby revelator » Sun Jun 10, 2012 4:33 pm

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Re: making a better texture managment system for tenebrae

Postby revelator » Tue Jun 12, 2012 12:56 am



Oh its a beauty :) mirror shader still bitches at me but its getting there. Overbright not even needed now to make it look nice (and i do mean nice hehe just have a look) :mrgreen:

kinda out of ideas to make some nicer caustics code so if any willing to lend a hand it would be nice. (newer tried creating caustics code for an engine using texture sorting and the old one had some nasty looking stuff :S)
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Re: making a better texture managment system for tenebrae

Postby gdiddy62 » Tue Jun 12, 2012 4:41 pm

I can't get this one to work. It asks for libssp-0.dll?
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Re: making a better texture managment system for tenebrae

Postby revelator » Thu Jun 14, 2012 5:22 am

whoops forgot to include that one :S



unzip in your quake folder. remember you need tenebraes data pak just install the one from there site and use my executable.
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Re: making a better texture managment system for tenebrae

Postby gdiddy62 » Thu Jun 14, 2012 9:03 pm

Thanks reckless!
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Re: making a better texture managment system for tenebrae

Postby revelator » Sat Jun 16, 2012 7:53 am

after a lot of work im getting a bit stuck.

much of the code for bumpmaps and stuff is pretty sound but there where a few hickups in quakes normal drawing routine... elaborating.

the tmu shift for lightmaps where done wrong as they set GL_Texture1 but forgot to enable texturing so lightmaps looked dark as hell GL_EnableMultiTexture to the rescue and hello there lightmaps are now bright. sh_colormaps set texenv to modulate but its allready enabled at the top of the functions but heh luma and lightmap uses replace texenv so i had to change these.

good thing now is that it looks like it should for surfs but bmodels are now to dark :lol: and i seem to have introduced a bug in my rewrite somewhere because now plats and doors flicker wildly when theres dynamic light near them (also seems to affect monsters which get bad artifacts).

overbrights are not even needed now :) but i think the code in GL_Rsurf.c needs a total rewrite, possibly also some of the code in GL_Rmain.c.

oh and another bugger which tenebrae had from the start but only affected slime/lava before now its affecting water as well sigh (after diving in liquid the screen color goes red and refuses to change back untill map load) i suspect the fog code has something to do with that as the color seems to follow the color of the world fog but is very dense.

having someone else looking at the code would probably be the best help i could get even if they dont want to help do the rewrite ideas would help a lot.
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Re: making a better texture managment system for tenebrae

Postby revelator » Sun Jun 24, 2012 4:41 pm

agh i cant get any further alone :S removed the mirror shader (by testing i found out it was actually newer used unless you forced water mirrors in which case it caused more problems than nessary).

The window projection is actually done with a cubemap but it eludes me where it gets its data from.

i rewritten large parts of the rt_light parser since parts of it newer worked to begin with (light where newer parsed from the edo's since nothing beyong worldspawn gets through) it works now but causes
a few things to behave a bit weird. Plats and doors seem to flicker wildly when dynamic lights on them and monsters near them get heavy texture corruption with black spots lines and other weirdness.

The good thing is that rt_lights actually work now and colors - light levels - angles etc. actually get parsed from the edo.

Some help getting the last buggers above removed would be nice, and i suspect some peeps like mh or spike could probably spot the problem quite quickly if they had a look at my current source.
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Re: making a better texture managment system for tenebrae

Postby Spike » Mon Jun 25, 2012 1:44 am

as far as I'm aware, cubemap projection textures are just numbers. the entire image is loaded from disk with no consideration for actual entities nearby.

if you're getting z-fighting with shadows, there's a few things that can cause it.
if mixing glsl+fixed function, make sure your glsl code uses ftransform(), or the coords will not match exactly.
make sure any depthrange etc values are specified exactly the same.
GL_DEPTH_CLAMP_ARB, if used, needs to be set up the same way too, annoyingly enough, even when not clamping that pixel.
if you're recalculating things often, make sure you use exactly the same algorithm to interpolate etc each model, those coords must be exactly the same.

you should not need glPolygonOffset for anything other than attempting to fix z-fighting with coplaner world/submodel surfaces. If you do use it, make sure you use the same values for both your depth/ambient/fullbright passes and your rtlighting.
If you never enable it, your stencil shadows should function perfectly. Except for those coplaner surfaces. :P
I would expect this is the cause of your buggy lighting on plats, and possibly even models too.

if your lights etc are coplaner with any of the surfaces that they light, you may end up getting really fruity zfighting due to precision. For one pixel its infront, for the next its behind.
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Re: making a better texture managment system for tenebrae

Postby revelator » Mon Jun 25, 2012 12:48 pm

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