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qbismSuper8 builds

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Re: qbismSuper8 builds

Postby mh » Sat Apr 14, 2012 3:34 pm

You could easily add more than 4 miplevels and use C functions for miplevels after the 4th (the textures would be so small that not using asm should have minimal perf impact). You would need some form of linear filtering between miplevels too, and wot mankrip said about resolutions kind of kills the idea. The depth buffer post-processing method seems best for software to me.

I'm still tempted enough by the 3 buffers idea to give it a try sometime. I suspect that it would run a good deal better than one-third too, as it's only surface cache building and the final write out to the dest buffer that would need to be done 3 times - everything else is common.
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Re: qbismSuper8 builds

Postby qbism » Sun Apr 15, 2012 4:34 am

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Re: qbismSuper8 builds

Postby Baker » Sun Apr 15, 2012 5:02 am

I'm kind of interested in your fogging. But kinda of already know how fogging works (this kind of thing happens when you dissect FitzQuake and slice and dice it well beyond the levels of human tolerance).

Either way, hats off to the fact you implemented software fogging. May leileilol stealzor it.

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Re: qbismSuper8 builds

Postby mh » Sun Apr 15, 2012 1:22 pm

As I understand it, you've got your depth buffer and your screen buffer. The screen buffer contains a set of palette indexes, and the depth buffer contans - well - depths. If you know the fog colours, you can then use them to build a lookup table - make it 256x256 or something - then cross-reference depth with palette index on it and get a new palette index for the fog colour.

That assumes an 8-bit screen buffer. If you've got a 32-bit screen buffer you can just plug in the standard blend equation ((colour * factor) + (fog * (1 - factor))) and out comes the end result.

You can also do the same with a hardware accelerated engine by copying your depth buffer to a texture then blending it over the scene as a full-screen quad, using a shader to get your blend factor from the depth. It's slower than just using standard fixed-pipeline fog, and also slower than putting a fog equation into a shader, but it works.

One thing I would lose with this kind of setup is the ability to have fullbrights shining through fog. You can do it with software, using the same colour for all 256 entries of the relevant columns of your table, but hardware doesn't give you that kind of fine-grained control, and I can't see a straightforward way of doing it via a shader.
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Re: qbismSuper8 builds

Postby mankrip » Sun Apr 15, 2012 2:57 pm

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Re: qbismSuper8 builds

Postby mh » Sun Apr 15, 2012 3:30 pm

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Re: qbismSuper8 builds

Postby qbism » Sun Apr 15, 2012 6:42 pm

Improved dither, build 63:
Regarding overbrights- additivemap is used. May seem strange that it's not alphamap but that makes the fog look too dense. Another way to look at it with additivemap- maximum fog is solid white, not the fog color; the fog color is providing the alpha of each RGB channel. To compensate for only brightening the scene, fog color is reduced 1/2 and fullbright range is cut out. I guess "black" fog would be invisible. BTW, I haven't tried the Makaqu 1.4a method.
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Re: qbismSuper8 builds

Postby Spirit » Sun Apr 15, 2012 6:59 pm

Trying with Wine it fails to create pcx screenshots. I have a clean Quake directory. Does it expect some screenshot directory to exist?

Also I get no 1024x768 windowed mode. Only 3 weird windowed resolutions.
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Re: qbismSuper8 builds

Postby leileilol » Sun Apr 15, 2012 10:20 pm

That's the second engine you've tried where it can't write files. Are you sudo wine'ing?


Also I would do fog by generating a small 256x64 lookup table on the spot (when the fog command is called, perhaps maybe using a lookup table to generate it faster in rare 'animated fog' situations for lightning) like the colormap but fading to fog color and density instead then look that up from depth.
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Re: qbismSuper8 builds

Postby revelator » Sun Apr 15, 2012 11:41 pm

as leilei said you need to be superuser to write to non public folders on linux. easiest way is probably making a shortcut with sudo wine <name of your quake client here> -game etc.
making shortcuts differs a bit on linux builds so you might have to look up how.
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Re: qbismSuper8 builds

Postby qbism » Mon Apr 16, 2012 12:02 am

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Re: qbismSuper8 builds

Postby mankrip » Mon Apr 16, 2012 4:45 am

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Re: qbismSuper8 builds

Postby Spirit » Mon Apr 16, 2012 6:41 am

I will not run Wine as root, you crazy people. These two were the only ones that could not write screenshots, all others I tried were fine.
I guess I need to try strace later.
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Re: qbismSuper8 builds

Postby Spirit » Mon Apr 16, 2012 12:01 pm

Sorry, my fault. I had some old screenshots left and qbism does not support labelling its screenshots with three or more digits (standard Quake bug if you want to call it that).
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Re: qbismSuper8 builds

Postby qbism » Mon Apr 16, 2012 5:11 pm

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