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Author Topic: graphics extender  (Read 130583 times)

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slibenli

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Re: graphics extender
« Reply #444 on: February 08, 2019, 05:34:52 AM »

I think the rendering distance for objects (vehicles / buildings / collidable trees / etc.) is controlled by java code - so outside of il2ge's scope.
Regarding (non-collidable) trees: not without lots of work  :(

whistler

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Re: graphics extender
« Reply #445 on: February 08, 2019, 05:51:45 AM »

If it was a Java thing we would have had that mod years ago, I want to believe. If it was a object thing, many objects would have been converted already, I want to believe. Some objects have a particularity that allows a longer rendering distance (ie airfield plates, carriers, effects). I have no idea how it works but there seems to be this 5km radius bubble impacting trees and ground objects in a similar way.

In any case, thanks for listening!
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slibenli

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Re: graphics extender
« Reply #446 on: February 08, 2019, 06:03:58 AM »

In that case it's the same as for the non-collidable trees: even more work   :-X
I would have to re-write the rendering (and animation) routines from scratch as well as loading meshes and materials from file.
Maybe I could reuse code from Stainless for that (?)

whistler

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Re: graphics extender
« Reply #447 on: February 08, 2019, 06:13:28 AM »

Collecting inputs from experienced modders (personal/common knowledge) are the very first step before proceeding any further. I am afraid there is nothing else I can add.
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PO_MAK_249RIP

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Re: graphics extender
« Reply #448 on: February 08, 2019, 06:44:31 AM »

Hi Slibenli just seen a tip for faster texture rendering : Change [OPENGL] TexMipFilter=3 to =2. Would this impact il2ge? Away from pc at mo so cant  check what mine is set too.
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slibenli

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Re: graphics extender
« Reply #449 on: February 09, 2019, 01:17:27 PM »

Hi Slibenli just seen a tip for faster texture rendering : Change [OPENGL] TexMipFilter=3 to =2. Would this impact il2ge? Away from pc at mo so cant  check what mine is set too.

IL2GE isn't directly impacted by the setting.
I have hard-coded the the filtering to trilinear, which is equivalent to TexMipFiler=2.
I will make this configurable to allow anisotropic filtering (TexMipFiler=3).
Since IL2GE only renders terrain, the setting still impacts everything that IL2GE doesn't render.
So overall the setting could make a difference.

slibenli

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Re: graphics extender
« Reply #450 on: February 09, 2019, 01:22:57 PM »

I couldn't resist to investigate whether it is feasible to re-implement the effect-system.



Looks good so far :)

slibenli

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Re: graphics extender
« Reply #451 on: February 10, 2019, 07:49:47 AM »



Wind speed and direction is still hardecoded.

SAS~Storebror

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Re: graphics extender
« Reply #452 on: February 10, 2019, 07:52:24 AM »

looks interesting 8)
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Sita

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Re: graphics extender
« Reply #453 on: February 10, 2019, 02:32:16 PM »

Ilcraft)
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BT~wasted

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Re: graphics extender
« Reply #454 on: February 11, 2019, 03:43:02 AM »

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rollnloop

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Re: graphics extender
« Reply #455 on: February 11, 2019, 01:31:37 PM »

I'm hitting F5 on this thread 10 times a day, I shall see a doctor  ::(

Can't wait for buildings/trees shaders rework  8)
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