EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#4501 Posted 27 March 2014 - 04:00 PM
#4502 Posted 27 March 2014 - 04:22 PM
Mark., on 27 March 2014 - 03:28 PM, said:
I had to compare the two. Blender has an automatic face triangulation feature too, I used it in the md3 export script, both make 6 faces for an octagon, but in different ways.
About my earlier comment, if you made all your sectors out of triangles I think Polymer would not change anything than to triangulate wall faces. It's odd shaped sectors with many points that end up as many faced polygons. By no means am I referring to anything I saw in your pics, it just a generalization by me.
#4503 Posted 27 March 2014 - 05:05 PM
#4504 Posted 27 March 2014 - 06:59 PM
btw plagman i thought wireframe showed you exactly whats being rendered in normal mode, so its only rendering the whole map cause of wireframe, because you can stand in one spot and it dosnt display the whole level, rotate to left or right a little bit and the whole level can just show up
This post has been edited by Stabs: 27 March 2014 - 07:01 PM
#4505 Posted 27 March 2014 - 09:06 PM
Mark., on 27 March 2014 - 05:05 PM, said:
It doesn´t retain its original look. What you have there is a ONE POLYGON less cyllinder that will surely look horrible ingame. When polygons become so long and thin like in your 2nd image, smoothing (and possibly lighting, depending on the engine) will show ugly polygons interpolation. I, by practice, cut the polygons manually on my models before triangulating.
#4506 Posted 27 March 2014 - 09:14 PM
Gambini, on 27 March 2014 - 09:06 PM, said:
pretty much, vectors are the future they have none of those constraints, we only just now have large scale vector engines like minecraft
come on carmack make that super vector ray trace engine already
#4507 Posted 28 March 2014 - 03:15 PM
Gambini, on 27 March 2014 - 09:06 PM, said:
I don't have much of a choice with the program I use. It creates ONLY in triangles. I'll have to take a closer look at a bunch of my models. I haven't noticed the interpolation you mentioned. The first time I used the "simplify mesh" command and saw the wireframe results I also thought it would screw up the looks. Maybe the way the program wraps the skin around the object takes it into account. BTW, that command saved 4 faces not 1. Here is an example of a model I made for the HRP using the poly reducing method which reduced by 80 faces. It looked fine to me from all angles.But enough of this. I'm getting off topic.
This post has been edited by Mark.: 28 March 2014 - 04:58 PM
#4508 Posted 29 March 2014 - 11:59 AM
#4509 Posted 29 March 2014 - 02:10 PM
Mark., on 27 March 2014 - 12:41 PM, said:
Polymer uses the gluTess* functions to tesselate ceilings/floors simply because it needs triangles futher down in the pipeline. As for the count... a polygon with N >= 3 vertices tesselates to N-2 triangles, so you could say that the number of triangles is roughly proportional in the number of walls. Nothing to worry about.
Drek, on 27 March 2014 - 03:16 PM, said:
I don't think that the tesselation is a bottleneck.
#4510 Posted 29 March 2014 - 02:12 PM
Fox, on 29 March 2014 - 11:59 AM, said:
Should be fixed with r4402, tough I didn't test it.
#4511 Posted 29 March 2014 - 02:44 PM
#4512 Posted 29 March 2014 - 03:02 PM
Helixhorned, on 29 March 2014 - 02:12 PM, said:
It's working now, thanks.
#4513 Posted 29 March 2014 - 03:13 PM
Helixhorned, on 29 March 2014 - 02:12 PM, said:
Oh, fuck. Somehow I thought that ~0 would be INT32_MAX when it's really -1. That trick only works with unsigned numbers (UINT32_MAX).
#4514 Posted 29 March 2014 - 03:18 PM
Plagman, on 29 March 2014 - 02:44 PM, said:
I stand corrected then. Thanks for the clear explanation!
#4515 Posted 29 March 2014 - 03:44 PM
#4516 Posted 29 March 2014 - 05:01 PM
in game 4402
mapster 4402
I noticed that firing your weapon now removes the fog, i could of sworn that got removed earlier
so shading mode 3, it needs pals on walls now for them to be effected by fog?
This post has been edited by Stabs: 29 March 2014 - 05:56 PM
#4517 Posted 29 March 2014 - 06:44 PM
Just saying.
This post has been edited by Fox: 29 March 2014 - 06:45 PM
#4518 Posted 30 March 2014 - 01:27 PM
Stabs, on 29 March 2014 - 05:01 PM, said:
I'll return to the brightness issue later.
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in game 4402
eduke32 2014-03-30 11-56-17-35.png
mapster 4402
mapster32 2014-03-30 11-55-39-80.png
What exactly differs from previous versions there? The in-game one looks pretty bad, but I just tested out that map, and it looked OK. (Note: a few EDuke32 commits were made in between.)
It seems that you're using r_usenewshading 3 in-game, but 2 in the editor. Always make sure that you sync these variables, none of the apps will do that for you.
As for the effects you're seeing: as mentioned earlier, r_usenewshading 3 will never produce negative fog starting distances. This is the reason why the screen is tinted overall by the fog with mode 2, but starts untinted with mode 3.
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No, that was never removed. That looks like another consequence of what I said above. With mode 2, if you have non-infinite visibility, there's some attenuation at distance 0 already, which is especially noticeable with colored fog.
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No, fog should be taken over from a wall's sector. I couldn't reproduce a case where I would need to set a wall's pal to a fogpal separately, either. What makes you think so?
#4519 Posted 30 March 2014 - 01:34 PM
Fox, on 29 March 2014 - 06:44 PM, said:
Are you suggesting to use sector[].filler / blend (it's the same member!) for a different purpose in the GL modes than when in classic? I think that's a bad idea. It would necessiate writing code conditional on the current rendering mode when dealing with that member then, both internally as well as from CON. (Ideally, mods should be agnostic to the rendering mode.)
There is wall[].blend in Lunatic. It will simply be not available in the non-Lua builds because that would require extending the on-disk binary map format. That has nothing to do with sector[].blend, though.
#4520 Posted 30 March 2014 - 02:12 PM
Stabs, on 29 March 2014 - 05:01 PM, said:
Just to be clear: if an "old" mode, such as in this case r_usenewshading 0, 1 or 2, starts behaving differently with new revisions, it's a bug. Therefore, it's important to be explicit about whether old functionality was broken or that you're just not content with the new developments.
#4521 Posted 30 March 2014 - 02:34 PM
Helixhorned, on 30 March 2014 - 01:34 PM, said:
There is wall[].blend in Lunatic. It will simply be not available in the non-Lua builds because that would require extending the on-disk binary map format. That has nothing to do with sector[].blend, though.
No, I am saying that .filler shouldn't have been used for custom blending tables in the first place. It makes no distinction beetween floor and ceiling and it's not avaiable for walls in the original map format, so it's an incomplete feature. Besides it's a feature that doesn't extend to OpenGL modes, so I don't think it's a feature that should be acessible in the map editor (with old map format).
Sector .filler should be used for displaying fog independent of pals, and sprite .filler should be reserved. Instead .alpha should be extended for floors, ceilings and walls; and blending tables would be acessible by shifting left by 8. And you could add a bitfield of additive or substractive colors in OpenGL mode starting with 2^16.
This post has been edited by Fox: 30 March 2014 - 02:35 PM
#4522 Posted 30 March 2014 - 04:18 PM
Helixhorned, on 30 March 2014 - 02:12 PM, said:
I've sorted it all out now, DNE all works around new shade 3 now
#4524 Posted 30 March 2014 - 07:06 PM
also if your using dukeplus as a base for any mods a spotlight in conjunction with a se150 can cause it to be seen as -1 which is pretty much infinite, its why my doors in DNE01 lagged when opening and DNE01 was running so terrible, but don't go removing all your 150's just yet, should have a fix for that one in con or eduke form (not sure) soonish.
#4525 Posted 31 March 2014 - 10:10 AM
Fox, on 30 March 2014 - 02:34 PM, said:
Ah, I suck! We don't use sector[].filler at all, it's sprite[].filler that was taken for the new functionality. Sector filler has exactly the problems you mention -- we'd need two members for the ceiling and floor, but we have only one.
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Well, other features can be specific to one rendering mode, too. It's the mapper's responsibility to make sure that either the map looks as intended anywhere, or state which renderers are suitable in the mapping template.
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Yeah, might be doable... one needs to research a bit whether this member has any use internally, in which case it could be moved somewhere else, or in existing CON code, which would be kind of a blocker for using it for a new purpose.
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Alpha isn't a member of the on-disk map structures, but rather of spriteext[], which is only there in the game.
#4526 Posted 31 March 2014 - 01:53 PM
#4527 Posted 31 March 2014 - 06:43 PM
Edit: I just noticed a small detail, the sprites displayed on the screen when you are checking a security camera need widescreen orientation flags, no?
This post has been edited by Fox: 31 March 2014 - 07:54 PM
#4528 Posted 01 April 2014 - 11:49 AM
Plagman, on 31 March 2014 - 01:53 PM, said:
Right. Plus, it's an engine-side structure, so my comment about it existing in the game only was misleading.
Fox, on 31 March 2014 - 06:43 PM, said:
Since sprite[].blend is part of the spritetype structure, it's obviously there in the editor, too. There are simply no "user-friendly" ways of accessing it, you have to use one of the scripting languages.
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In 1680x1050, viewing through a security camera looks fine to me. Can you post a screenshot describing what looks off to you?