Micky C, on 13 December 2015 - 11:40 PM, said:
PolymerNG will use Vulkan and D3D12
#91 Posted 27 December 2015 - 09:35 PM
#92 Posted 27 December 2015 - 09:41 PM
Micky C, on 27 December 2015 - 09:35 PM, said:
I don't see a reason why we can't support multiple skyboxes in one map(as long as they both aren't in view at the same time), but we'll have to deal with these issues on a case by case basis.
#93 Posted 27 December 2015 - 10:09 PM
#94 Posted 27 December 2015 - 10:30 PM
Hendricks266, on 27 December 2015 - 10:09 PM, said:
I haven't looked into the issue at all yet. Polymer's build content to 3d code is pretty nice and easy to understand, which is why I'm using it in PolymerNG(just with all the OpenGL stuff ripped out). I'm sure we'll have to deal with Polymer specific issues in PolymerNG, but I don't know the extent of those bugs yet, I'll ask Plagman if he can pass along the info to me.
Since Polymer used the tessellation code in the GLU library(libtess), I took the libtess code from Mesa's GLU code and included it in the build project(the license is compatible). I did that so the code is more portable.
This post has been edited by icecoldduke: 27 December 2015 - 10:35 PM
#95 Posted 27 December 2015 - 11:47 PM
icecoldduke, on 27 December 2015 - 09:41 PM, said:
The original game can display any number of skies simultaneously.
#96 Posted 28 December 2015 - 04:50 AM
Mblackwell, on 27 December 2015 - 11:47 PM, said:
What would be your use case?
This post has been edited by icecoldduke: 28 December 2015 - 04:50 AM
#97 Posted 28 December 2015 - 10:36 AM
icecoldduke, on 28 December 2015 - 04:50 AM, said:
Let's say you are in a house on a mountain top. If you look out the windows to the north you city a city scape, while to the east you see ocean, mountains to the south and desert to the west. By facing the corners of the room you could see two skyboxes at a time.
#98 Posted 30 December 2015 - 11:48 AM
Trooper Dan, on 28 December 2015 - 10:36 AM, said:
Maybe I'm failing to understand the issue, but couldn't you do that with one skybox?
#99 Posted 30 December 2015 - 12:36 PM
icecoldduke, on 30 December 2015 - 11:48 AM, said:
Not necessarily. Lets say a classic usermap did this with builds normal parallax sky, shouldn't your renderer be backwards compatible to draw multiple skies just like regular old Duke3D? I think one of the Red maps did this IIRC.
#100 Posted 30 December 2015 - 12:39 PM
This post has been edited by Drek: 30 December 2015 - 12:40 PM
#101 Posted 30 December 2015 - 01:04 PM
This post has been edited by Mark.: 30 December 2015 - 01:06 PM
#102 Posted 30 December 2015 - 01:35 PM
#103 Posted 30 December 2015 - 01:51 PM
Mblackwell, on 27 December 2015 - 11:47 PM, said:
Yes, but it's a understandable limitation of a 3D rendering engine. It's a priority to make it at least display different skies not simultaneously to support the original levels.
#104 Posted 30 December 2015 - 02:17 PM
However let's not forget that the showview con command also needs to work correctly in polymerNG. The fix will kill two birds with one stone.
#105 Posted 01 January 2016 - 02:40 PM
Micky C, on 30 December 2015 - 02:17 PM, said:
However let's not forget that the showview con command also needs to work correctly in polymerNG. The fix will kill two birds with one stone.
Yeah it shouldn't be a complicated fix, but I will have to assign it a low priority for right now.
#106 Posted 02 January 2016 - 01:30 PM
#107 Posted 02 January 2016 - 10:11 PM
Plagman, on 02 January 2016 - 01:30 PM, said:
That sounds what I would have done for skies, just render the skybox first, and the level geo after without the parallax floor/ceiling. I'm going to assign the bug as P3(aka low priority) right now.
#108 Posted 03 January 2016 - 08:12 AM
Quote
This here is more the issue on my end than multiple skies. A lot of sector geometry from outside the current players area leaks through these holes, in Polymer you can see things from adjacent sectors above a sky, things that do not get rendered in classic or polymost.
#109 Posted 03 January 2016 - 08:42 AM
This post has been edited by Mark.: 03 January 2016 - 08:45 AM
#110 Posted 03 January 2016 - 09:28 AM
>map: polymer_test.zip (728bytes)
Number of downloads: 148
Mark., on 03 January 2016 - 08:42 AM, said:
That revision is much better, thanks for the link. It's still not perfect, it's showing only one error in my test map.
This post has been edited by Drek: 03 January 2016 - 10:11 AM
#111 Posted 03 January 2016 - 10:37 PM
Drek, on 03 January 2016 - 09:28 AM, said:
polymer_test.png
>map: polymer_test.zip
That revision is much better, thanks for the link. It's still not perfect, it's showing only one error in my test map.
duke0021.png
When I get a chance I'll create a bug for it and include all the info you provided.
#112 Posted 07 January 2016 - 09:54 AM
#113 Posted 07 January 2016 - 10:35 AM
#114 Posted 07 January 2016 - 01:55 PM
That weird 'noisey' quality that polymer models seem to have. It's impossible to get stuff to look crisp and clear.
#115 Posted 07 January 2016 - 05:44 PM
#116 Posted 07 January 2016 - 06:40 PM
#118 Posted 19 January 2016 - 07:40 AM
#119 Posted 17 February 2016 - 04:35 AM
https://developer.nv...m/vulkan-driver
I haven't tested it, because I have older GPU
[edit]
AMD Radeon Software Beta for Vulkan Version 16.15.1009
http://support.amd.c...ulkan-Beta.aspx
This post has been edited by supergoofy: 17 February 2016 - 07:58 AM