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Author Topic: Improved 3D Geoscape Rendering [was: Nightime city lights in 3D geoscape]  (Read 71584 times)

Offline H-Hour

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Looks great arisian. I would agree with mattn, thinner borders. Brightness is good. Opaque-ness, I think good but will have to see it in thinner borders.

Also, if you go back to revisit the ocean reflection, I think it should be less bright and cover a larger area on the globe.

Offline arisian

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First off, yes, you will be able to turn it on/off; it works the same way the nation overlay always has, except that the colored patches for nations now have glowing borders.

And I will work on improving the specularity and adding other rendering features, but that might take me a bit longer to have time for (the nation borders don't actually require much work).

Offline misiek

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I haven't seen new ufo: ai globe, but check this out:

http://www.youtube.com/watch?v=eS6tbUEn5_I

Maybe this could work as inspiration.

Offline arisian

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Just a quick status update; here's a couple of screenshots from my latest version.  I've toned down the specularity a bit, and worked on the glow texture.  I've also made some less visible improvements, including making my GLSL code not need so many texture units, reducing memory footprint, and having a proper tangentspace for calculating bump-map lighting.  I'm going to take a look at trying implement post-processing effects like rendered glow (as opposed to "glow" which is actually a hand-painted texture, which is what I've been using up to now). 

Offline Mattn

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very nice. please show us your patch - i like small commits ;)

Offline H-Hour

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Looks great arisian.

Offline Bartleby

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that looks very good.
but now the sun also needs a texture ;).

Offline BTAxis

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Actually, the sun needs to be done in shaders, probably.

Offline arisian

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Okay, the patch is posted over at the patchtracker, though I'll post it here as well.  I have to post the texture-images here because the patch-tracker will only accept 256k of attachments.

I've only included one season texture in this tarball; just use symlinks (or copies on windows) to make all the season map names point to this file, or go grab updated versions of all the season textures from http://cs.jhu.edu/~ben/graphics/ufoai/ (the new files aren't there yet, but the links are; the files will be there in a little bit, when I'm done converting/compositing/resizing them all).

Offline Mattn

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Code: [Select]
R_LoadShader: geoscape_fs.glsl: Fragment shader failed to compile with the following errors:
ERROR: 0:46: error(#202) No matching overloaded function found dot
ERROR: 0:59: error(#202) No matching overloaded function found dot

users are reporting this error

Offline arisian

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Is this error only with the newest patch, or with any version of the GLSL shaders?  Can you post any info about their graphics cards?  It works fine for me, so it's a little difficult to debug; I suppose it might be some sort of difference between what version of GLSL their cards support, though I thought the dot product operator was always available.

Offline Mattn

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it's about the patch that is currently in the svn

Quote
GL_VENDOR: ATI Technologies Inc.
 GL_RENDERER: ATI Mobility Radeon HD 3670
 GL_VERSION: 2.1.9016
 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_
 shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_t
 exture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB
 _vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT
 _compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffe
 r_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_tex
 ture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_
 KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
 using GL_ARB_texture_non_power_of_two

Offline Mattn

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Offline arisian

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Okay, I'm glad it got fixed.  I started trying to fix something else, and got bogged down; I'm having trouble fixing specularity properly because things like vertex and light positions don't seem to be relative to view coordinates, or the view isn't where it should be, or something.  Anyway, I'll let you know when I get it figured out; I suspect it's an issue that's being caused by the fact that we're not using a projective system, which means the "view location" doesn't have the same meaning it normally would.

Offline Mattn

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can you please attach the textures? (those that are missing in the patch https://sourceforge.net/tracker/?func=detail&aid=2977653&group_id=157793&atid=805244