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There are currently 73 users playing Freelancer on 48 servers.
April. 30, 2017

Browsing this Thread:   1 Anonymous Users



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Re: OpenGL Rendering
Just can't stay away
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If you use my wrapper there are no d3d8 calls anymore and the problem still remained. So my conclusion was that it must be another problem, since it did not matter which maximum texture size I returned. I even found the return value while I was reversing FL and changing it in memory has no effect. But maybe we should continue this discussion in the other topic.

Posted on: 3/17 17:01
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Re: OpenGL Rendering
Not too shy to talk
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Quote:

Schmackbolzen wrote:
@Kazinsal: Not sure what you have in mind but not that you get any ideas: I won't have the time and I don't plan to write another wrapper Also it will only work with Freelancer (I don't translate every d3d8 call plus you need some hooks to get the textures etc.).


Oh, no, not another engine. Something I've been thinking of proof-of-concepting in Freelancer. I can't seem to tear myself away from this engine...

Posted on: 3/18 2:44
Programmer, modeller, designer, network administrator.
RIP Broken Bonds 2011-2014
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Re: OpenGL Rendering
Just can't stay away
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Hehe, I see. Well I am curios what people will do with it, once it is released. But it is still a long way until that

Posted on: 3/18 12:05
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Re: OpenGL Rendering
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Here is a video of the current state: http://www.flnu.net/downloads/fl2603_q20.mp4

With the new knowledge from reverse engineering the rendering pipeline of FL I was able to render the starsphere into a cubemap und use that for environment mapping. I also experimented with different lighting models and added bicubic texture filtering.

At the end of the video you can see the scene with disabled environment mapping.

I still need to fix the calculation of the normal, tangent and binormal vectors which are stored in the models. This is the reason you see bad lighting at some locations.

If you have any suggestions, constructive criticism or already like the look let me know!

I still need to add a material system, change the shadow rendering technique, fix the remaining bugs and a lot more stuff.

Edit: Exchanged the video with a better encoded one.

Posted on: 3/26 12:00

Edited by Schmackbolzen on 2017/3/26 12:40:23
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Re: OpenGL Rendering
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That looks stunning mate! Really nice graphics, would make good in a mod

Posted on: 3/26 13:10
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Re: OpenGL Rendering
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Thanks! I still am not quite satisfied with the look. We will see what I'll come up with

Btw. here is the video encoded with h265: http://www.flnu.net/downloads/fl2603_x265q20.mkv I made it for testing purposes and it is less blurry.

Posted on: 3/27 20:56

Edited by Schmackbolzen on 2017/3/27 21:05:51
Edited by Schmackbolzen on 2017/3/27 21:09:18
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Re: OpenGL Rendering

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Looking good keep up the good work.

Posted on: 4/10 23:24
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