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Author Topic: graphics extender  (Read 115574 times)

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slibenli

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Re: graphics extender
« Reply #996 on: May 29, 2020, 03:47:19 PM »

Gattobuono

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Re: graphics extender
« Reply #997 on: May 30, 2020, 10:46:13 AM »

Look a few posts earlier ;)

 ]notworthy[

Self shadowing would take this sim into the graphical realms of DCS/IL2 BOS ... which look cool, but don't really grab me like good old 1946!
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slibenli

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Re: graphics extender
« Reply #998 on: June 01, 2020, 01:32:44 AM »

The mesh renderer now does transparency (using z-sorting).
I 'm not completely happy with the performance but I also don't know what I could reasonably expect.

Edit: Code:
https://gitlab.com/vrresto/il2ge-experimental/-/blob/2d0bf0e30c95bc660323af6025e07a5af40ec44b/common/renderer.cpp#L159

Visibility of transparent objects limited to 200m:


400m:


0m:


Edit: 3000m and a more realistic number of planes:

Stainless

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Re: graphics extender
« Reply #999 on: June 01, 2020, 07:30:13 AM »

The first thing that jumps out to me is the sort.

I know that it is obvious that in the general case you SHOULD sort them, but in practice no one will notice unless they are looking for it.

I would change the code to sort meshes, not faces.

This should grab you back a lot of CPU time.

If you can be bothered, you can create a BSP tree for each mesh at load time to give a fast way of sorting the transparent faces for a mesh, but I really wouldn't bother

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slibenli

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Re: graphics extender
« Reply #1000 on: June 01, 2020, 05:40:12 PM »

I could also do a mixed approach - sort meshes for the farther objects and faces for the nearer ones (e.g. nearer than 100m).

Stainless

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Re: graphics extender
« Reply #1001 on: June 02, 2020, 01:06:05 AM »

Three stage system.

1) very distant objects .... no transparency. Just don't render the transparent faces
2) medium range objects .... sort by object
3) face sort

Or you can look into order independant transparency
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slibenli

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Re: graphics extender
« Reply #1002 on: June 09, 2020, 06:26:43 AM »

verde13

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Re: graphics extender
« Reply #1003 on: June 10, 2020, 02:39:10 AM »

Thank you
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Gattobuono

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Re: graphics extender
« Reply #1004 on: June 10, 2020, 10:53:48 AM »

With the latest build the lines on water bug (https://www.sas1946.com/main/index.php/topic,61653.msg678861.html#msg678861) is fixed for me.

Build: https://gitlab.com/vrresto/il2ge/-/jobs/587501012/artifacts/raw/il2ge-installer.exe

Is that still with water= 0?

I've tried running Reshade with GE but it doesn't seem to work. Is there any chance it ever will? I use Reshade for FSAA, HDR, Lumasharp and Vibrance. It really adds so much depth and life to the graphics that it's hard to go back to the standard image ... but I love the feeling of space and sky that GE brings. GE + Reshade =  ]sunny[

Here are some before and after with Reshade.
BEFORE

AFTER

BEFORE

AFTER


Appreciate the work you're doing. :-)
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slibenli

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Re: graphics extender
« Reply #1005 on: June 10, 2020, 11:02:15 AM »

I always have Water=0 set - other configurations might or might not work ;)

Others don't seem to have a problem with Reshade - what exactly doesn't work?

Gattobuono

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Re: graphics extender
« Reply #1006 on: June 10, 2020, 11:26:13 AM »

I always have Water=0 set - other configurations might or might not work ;)

Others don't seem to have a problem with Reshade - what exactly doesn't work?

Well, every time I activate GE with reshade, the game crashes on loading a mission. I thought that it might be a clash with the reshade OpenGL.dll.
Are you sure that other people use both together, I've not seen it discussed on these forums?
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Gattobuono

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Re: graphics extender
« Reply #1007 on: June 10, 2020, 11:42:05 AM »

I've just tried again with the same result: ctd on loading mission.
Here's the end of my il2ge.log
This site won't let me paste the whole log because it's too long.
What info would you need to diagnose the problem?

(I'm using the VPmodpack by the way, but I've had the same result on an un-modded game using just the SAS modact. In that case, GE works fine, but as soon as I add Reshade to the equation the game crashes at mission loading.

Loading mission QuickQMBPro/EastFront_Crimea/EastFront_Crimearednone00.mis...
2020-06-10 19:29:37.712 DEBUG [4376] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_rts_Time_setSpeedReal@12
2020-06-10 19:29:37.732 DEBUG [4376] [jni_wrapper::getExport:@165] found export: _Java_com_maddox_il2_engine_Landscape_cLoadMap@24
-----------------------------------------------------------
2020-06-10 19:29:37.735 ERROR [4376] [_assert:@447] Assertion failed: err == GL_NO_ERROR
2020-06-10 19:29:37.735 ERROR [4376] [_assert:@448] File: /builds/vrresto/il2ge/core_wrapper/core/core.cpp:181
-----------------------------------------------------------
2020-06-10 19:29:37.735 ERROR [4376] [abort:@463] Aborted.
-----------------------------------------------------------
2020-06-10 19:29:37.762 ERROR [4376] [{anonymous}::loadCrashHandlerLibrary:@196] Could not load il2ge/lib/mingw_crash_handler.dll - backtrace disabled.
2020-06-10 19:29:37.762 ERROR [4376] [{anonymous}::loadCrashHandlerLibrary:@197] To get a useful backtrace please download https://github.com/jrfonseca/drmingw/releases/download/0.8.2/drmingw-0.8.2-win32.7z and copy the file bin/mgwhelp.dll to your IL-2 directory.
FATAL ERROR in native method: Aborted
   at com.maddox.il2.engine.Landscape.cLoadMap(Native Method)
   at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:435)
   at com.maddox.il2.engine.Landscape.LoadMap(Landscape.java:385)
   at com.maddox.il2.game.Mission.loadMain(Mission.java:795)
   at com.maddox.il2.game.Mission._load(Mission.java:476)
   at com.maddox.il2.game.Mission.access$000(Mission.java:135)
   at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:433)
   at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
   at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
   at com.maddox.il2.game.Main.exec(Main.java:449)
   at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)

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