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Re: Shade-C EVO: Deferred Transparency (1-Layer)
[Re: oliver2s]
#434141
12/14/13 08:40
12/14/13 08:40
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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I really like the option to swich to 16/32bit buffers but somehow everything gets brighter and looses contrast. (maybe there's a problem with the conversion between linear rgb and srgb)
edit: also: if you don't use any normal compression in the g-buffer you can use best fit normals to improve the quality (worked well for me)
Last edited by Kartoffel; 12/14/13 08:47.
POTATO-MAN saves the day! - Random
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Re: Shade-C EVO: Deferred Transparency (1-Layer)
[Re: Kartoffel]
#434142
12/14/13 10:33
12/14/13 10:33
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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also: if you don't use any normal compression in the g-buffer you can use best fit normals to improve the quality (worked well for me) What do you mean exactly?
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Re: Shade-C EVO: Deferred Transparency (1-Layer)
[Re: oliver2s]
#434143
12/14/13 11:03
12/14/13 11:03
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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You scale the normal to get the highest possible precision.
POTATO-MAN saves the day! - Random
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Re: Shade-C EVO: Deferred Transparency (1-Layer)
[Re: Kartoffel]
#434418
12/18/13 09:42
12/18/13 09:42
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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I have a problem with changing settings in combination with forward rendering activated. These are the basic settings the game starts with:
c_screen_default.settings.forward.enabled=1;
sc_screen_default.settings.refract.enabled=0;
sc_screen_default.settings.hdr.lensflare.enabled=1;
sc_screen_default.settings.hdr.brightpass=0.75;
sc_screen_default.settings.hdr.intensity=1;
sc_screen_default.settings.hdr.lensflare.brightpass=0.0;
sc_screen_default.settings.hdr.lensflare.intensity=0.5;
sc_screen_default.settings.bitdepth=32;
sc_screen_default.settings.dof.focalPos=0;
sc_screen_default.settings.dof.focalWidth=12000;
sc_screen_default.settings.ssao.radius=30;
sc_screen_default.settings.ssao.intensity=4;
sc_screen_default.settings.ssao.selfOcclusion=0.0004; //we want a bit of self occlusion... lower values result in even more self occlusion
sc_screen_default.settings.ssao.brightOcclusion=0.25; //low value: ssao will only be visible in shadows and dark areas. high value: ssao will always be visible. Range: 0-1
sc_screen_default.settings.lights.sunPssmSplitWeight=0.7; //high res near splits, low res far splits
sc_screen_default.settings.lights.sunShadowBias=0.001; //set the shadow bias
sc_screen_default.settings.ssao.quality=SC_LOW;
sc_screen_default.settings.ssao.enabled=0;
sc_screen_default.settings.lights.sunShadowRange=5000;
sc_screen_default.settings.lights.sunShadowResolution=512;
sc_screen_default.settings.hdr.enabled=0;
sc_screen_default.settings.dof.enabled=0;
sc_screen_default.settings.lights.sunShadows=0;
sc_screen_default.settings.antialiasing.enabled=0;
Everything works fine: Then I change the following settings (and call sc_setup() again):
sc_screen_default.settings.hdr.enabled=1;
sc_screen_default.settings.dof.enabled=1;
sc_screen_default.settings.lights.sunShadows=1;
sc_screen_default.settings.antialiasing.enabled=1;
After that I get rendering errors: If I start the game with the second set of settings there are no rendering errors, just after switching to them after other settings were set before.
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Re: Shade-C EVO: Deferred Transparency (1-Layer)
[Re: sivan]
#434782
12/26/13 18:41
12/26/13 18:41
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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@oliver, you can fork the main github repo and send pull requests.
3333333333
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Shade-C EVO: Fog support + Bug Fixes
[Re: Quad]
#434787
12/26/13 20:28
12/26/13 20:28
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Joined: Aug 2002
Posts: 3,258 Mainz
oliver2s
Expert
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Expert
Joined: Aug 2002
Posts: 3,258
Mainz
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Thank you for the hint Quad. Here's the new version v1.1: https://github.com/oliver2s/ShadeC-EVO The setup call works a bit different now then before. You have to call sc_setup(mode) within the "mode" parameter. Parameter can be SHADEC_LOW, SHADEC_MEDIUM, SHADEC_HIGH, SHADEC_ULTRA. These predefined modes can be edited in sc_wrapper.c in function sc_get_settings(). As before you have also set sky with sc_sky and destroy Shade-C before level loading with sc_destroy(sc_screen_default). I've updated the example levels, so you can clearly see how the setup call has to be made.
changes v1.1
- added simple global vertex fog (uses standard 3DGS fog variables
view.fog_start, view.fog_end, d3d_fogcolor1, etc...)
- rewrote the wrapper functions. After level loading call sc_create(mode) (mode can be SHADEC_LOW, SHADEC_MEDIUM, SHADEC_HIGH, SHADEC_ULTRA), these predefined modes can be edited in sc_wrapper.c in function sc_get_settings().
- fixed memory leaks
- added alpha clipping to PSSM sun shadow
- updated the example levels
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