EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#3470 Posted 02 March 2013 - 09:58 AM
What the engine does now is determine which models to draw, then go through them in a rough closer-first order and draw all their surfaces, in order. That means that if the part of your model that's fully opaque ends up behind the part that's translucent from the angle you're looking at it but everything is in surface 0, your translucent stuff might not be drawn in the right order and you might not see through it. If you move the translucent part to surface 1, you're guaranteed that it's at least going to be drawn after all the opaque parts of the same model.
Now, what I want to do eventually is have a "translucent" DEF token that tells the engine "this surface is translucent", because it would be a huge pain in the ass to try to examine the models at runtime to figure out which parts are translucent or not. This way the engine could draw all the surfaces of all the models that are opaque just fine, then walk through the translucent surfaces only and try to figure out how to alleviate any artifacts (by trying to sort them, or any other approximation that would yield better results than today). This way even if the method to make it look OK is expensive, it would only apply to a small portion of the scene.
Intersecting translucent planes are never really going to work right, however. It's not wonder than modern games avoid translucency like the plague and always use alpha-testing for world stuff. The only translucent stuff you see are particles, which are easy to sort since they're conveniently aligned.. Even things like glass panes are generally rough approximations, like additive blending.
#3471 Posted 02 March 2013 - 04:01 PM
#3472 Posted 02 March 2013 - 05:06 PM
#3473 Posted 02 March 2013 - 05:14 PM
#3474 Posted 02 March 2013 - 07:50 PM
MusicallyInspired, on 09 February 2013 - 08:38 PM, said:
The eduke32.log file displays these lines of messages every time I typed in 'restartvid' if it means anything:
Can I bump this one more time? Also, I notice when playing e1l1 the spotlight in the street flickers on and off, and still no shadows.
#3475 Posted 03 March 2013 - 05:09 AM
I say, because, if you ever run a command like r_pr_lighting it will be embedded into your cfg forever.
#3476 Posted 03 March 2013 - 07:49 AM
MusicallyInspired, on 02 March 2013 - 07:50 PM, said:
A full log file please would help, and do what Gambini said and remove ANY 'CFG' files.
#3477 Posted 03 March 2013 - 08:15 AM
EDIT: Ah, I just noticed that it's using my intel graphics chip instead of the NVidia one. That might be it...
Attached File(s)
-
eduke32.log (138.85K)
Number of downloads: 531
This post has been edited by MusicallyInspired: 03 March 2013 - 08:18 AM
#3478 Posted 03 March 2013 - 08:16 AM
They will be regenerated next time you launch.
#3479 Posted 03 March 2013 - 08:19 AM
Quote
OpenGL Information:
Version: 3.1.0 - Build 9.17.10.2867
Vendor: Intel
Renderer: Intel® HD Graphics 3000
Either you haven't installed your NVidia GeForce GT 550M correctly or you have really messed something else up, but it's still using your Intel chip as the video driver.
Please make sure you have the latest Nvidia drivers.
Also using the latest eduke32 wouldn't go a miss either. (Your version is 3 months old)
http://dukeworld.duk...e32_current.zip
This post has been edited by Cody: 03 March 2013 - 08:21 AM
#3480 Posted 03 March 2013 - 08:25 AM
#3481 Posted 03 March 2013 - 08:32 AM
Mblackwell, on 02 March 2013 - 05:14 PM, said:
This conversation was going down a road I think should be addressed sooner rather than later. I hope it hasn't been forgotten. The issues discussed above apply to more than just model skins. Translucent windows, TROR water, and sometimes just normal transparent sprites near multiply lights are more examples of what I believe to be a relative issue, drawing orders.
#3482 Posted 03 March 2013 - 02:56 PM
Gambini, on 16 February 2013 - 05:26 PM, said:
I can confirm wild flickering on a system with an AMD CPU and GPU. Just a thought, could it be that it's specific to AMD CPUs, maybe because of a difference in floating point implementation? Can the testers confirm or refute this?
#3483 Posted 03 March 2013 - 05:25 PM
So glad to know you´re working on it!
This post has been edited by Gambini: 03 March 2013 - 05:25 PM
#3484 Posted 03 March 2013 - 06:05 PM
#3485 Posted 03 March 2013 - 06:07 PM
This post has been edited by Gambini: 03 March 2013 - 06:07 PM
#3489 Posted 04 March 2013 - 03:32 AM
(I still get random textures/edge of sectors' boundary messed up when rotating the automap at some specific angles in recently eduke32 versions, as always.)
This post has been edited by Player Lin: 04 March 2013 - 03:37 AM
#3490 Posted 06 March 2013 - 02:07 AM
L50: RETURN=0 L50: RETURN=0
hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.
#3492 Posted 06 March 2013 - 07:21 AM
RichardStorm, on 06 March 2013 - 06:08 AM, said:
Always remember: use the latest eduke32
#3493 Posted 06 March 2013 - 07:23 AM
RichardStorm, on 06 March 2013 - 06:08 AM, said:
This was fixed 7 days ago.
http://forums.duke4....post__p__149997
Use the latest revision.
http://dukeworld.duk...ke32_latest.zip
EDIT: @Norvak, My link I posted will always download the latest version.
Your link is probably more for the people that actually want to read the log and get the source.
This post has been edited by Cody: 06 March 2013 - 07:25 AM
#3494 Posted 06 March 2013 - 11:44 AM
James, on 06 March 2013 - 02:07 AM, said:
L50: RETURN=0 L50: RETURN=0
hundreds and hundreds of times. How do I stop/disable this, since it renders 2D mode unusable for me.
Anybody? I don't want to seem impatient but I was looking to do some work but I can't locate a version old enough that still supports TROR and doesn't have this.
#3495 Posted 06 March 2013 - 12:56 PM
#3496 Posted 06 March 2013 - 01:19 PM
TerminX, on 06 March 2013 - 12:56 PM, said:
And you're correct, haha! For some reason I had set EVENT_LINKTAGS to addlog RETURN. I can't remember why now, but it's fixed the problem so thanks
#3497 Posted 06 March 2013 - 01:59 PM
James, on 06 March 2013 - 01:19 PM, said:
No problem, glad I could help!
#3498 Posted 07 March 2013 - 05:04 AM
Quote
In fact now it has been fixed
#3499 Posted 07 March 2013 - 02:56 PM
In the latest build (eduke32_win32_20130304-3555), the music volume is modified by both Sound and Music sliders, tested here on Windows 7, and asked a friend to test it, same issue.
Also, during loading, my screen tilt quite a lot; I suspect F.lux, a software which modifies the luminosity depending on the time of the day, to enter in conflict with EDuke32... EDuke32 tries to reset the luminosity to its default, while F.lux re-move it.
Hope I'm in the right thread to report ^^' If not, sorry, and please move this where it should be :/

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