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Author Topic: graphics extender  (Read 285902 times)

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slibenli

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Re: graphics extender
« Reply #456 on: February 15, 2019, 10:10:07 AM »

slibenli

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Re: graphics extender
« Reply #457 on: February 15, 2019, 10:22:10 AM »




whistler

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Re: graphics extender
« Reply #458 on: February 15, 2019, 10:40:18 AM »

One look is worth a thousand words - they say

Are you minecrafting '46? :D

Seriously though, what is it and why it matters! human wants to know.
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slibenli

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Re: graphics extender
« Reply #459 on: February 15, 2019, 11:04:45 AM »

Ok you've got me  :P
I was always bothered by IL2 not being more minecraft-like.
So that's what I'm working on.
Next I will extend the pilot walk-around functionality with the ability to dig into terrain.

OK, on a serious note - what I'm working on is re-implementing the effects system just like I did with the terrain.
Currently particles are displayed as blocks (no it's not supposed to stay like this :D).
The benefits will (hopefully) be better performance and the integration of the effects into the same shader framework as terrain and objects.
The effects are probably one of the bottlenecks of the engine because they are rendered using legacy drawing functions of OpenGL.
Using modern OpenGL functionality should at least theoretically improve performance.
The same goes for dynamic lighting btw - there is a lot of room for improvement.

slibenli

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Re: graphics extender
« Reply #460 on: February 16, 2019, 02:26:33 PM »

Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.


vonofterdingen

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Re: graphics extender
« Reply #461 on: February 16, 2019, 10:59:10 PM »

Looking better and better...
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Stainless

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Re: graphics extender
« Reply #462 on: February 17, 2019, 01:28:17 AM »

Looks like you just need to get alpha blending working
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Rostic

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Re: graphics extender
« Reply #463 on: February 17, 2019, 03:31:05 AM »

Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.

Looks like you had done some color correction to the sky and far horizon?
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BT~wasted

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Re: graphics extender
« Reply #464 on: February 20, 2019, 04:31:22 AM »

Hello slibenli!

How do you think is there a possibility to add a bumpH textures to plane materials? I think that would greatly improve the feeling of the aircraft textures.
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slibenli

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Re: graphics extender
« Reply #465 on: February 20, 2019, 08:33:23 AM »

Looks like you just need to get alpha blending working

It works now, to some degree:




Looking how many particles per effect I can handle.
The effect for the big smoke column has nParticles=8000.

Looks like you had done some color correction to the sky and far horizon?

No, at least not recently.

Hello slibenli!

How do you think is there a possibility to add a bumpH textures to plane materials? I think that would greatly improve the feeling of the aircraft textures.

Is it possible - yes. But not in the near future.
But instead of bumpH I would use normal maps.

slibenli

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Re: graphics extender
« Reply #466 on: February 20, 2019, 03:52:33 PM »

You can try it out in https://gitlab.com/vrresto/il2ge/-/jobs/164924635/artifacts/download.

You'll need to set EnableEffects=1 in il2ge.ini.

slibenli

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Re: graphics extender
« Reply #467 on: February 21, 2019, 02:18:12 AM »

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