I want to play the AMC TC with the texture filtering. So I am just curious on why the classic renderer can't support filtering, or that the Polymost renderer can't support TROR? Is there going to be development for Polymost to support TROR? I would prefer to wait and play it later if the render is going to get further improvements. Thanks!
Page 1 of 1
Will the AMC TC always use the classic renderer?
#1 Posted 19 July 2016 - 08:26 PM
#2 Posted 19 July 2016 - 09:12 PM
The TC is always going to use the classic renderer as the main one. All the features are designed to be compatible with classic, such as the use of voxels instead of models.
Is texture filtering really that important though? A lot of the art is relatively low res and would look pretty blurry. If you give it a go, chances are you wont even notice the pixels after half an hour.
However if you're absolutely sticking to your guns, your best bet may be to wait for polymerNG to be merged in with eduke. It's the only renderer actively under development, and combines the speed of polymost with the fancy effects of polymer. We may even include a few simple, optional, coded lighting effects to spruce things up. It wouldn't be a priority though.
Is texture filtering really that important though? A lot of the art is relatively low res and would look pretty blurry. If you give it a go, chances are you wont even notice the pixels after half an hour.
However if you're absolutely sticking to your guns, your best bet may be to wait for polymerNG to be merged in with eduke. It's the only renderer actively under development, and combines the speed of polymost with the fancy effects of polymer. We may even include a few simple, optional, coded lighting effects to spruce things up. It wouldn't be a priority though.
#3 Posted 19 June 2017 - 02:59 PM
Since the POLYMERNG appears to be stalled, I would like to try to run the AMC TC with Polymer, I have a pretty powerful pc now, but I don't really like the Polymer lights. I just want the Classic look with Filitering. Is this doable? What settings do I need to set? Thanks!
#5 Posted 20 June 2017 - 03:05 AM
don't try and run it with polymer, it doesn't support skyboxes and other things and will just look awful.
#6 Posted 20 June 2017 - 08:23 PM
Jblade, on 20 June 2017 - 03:05 AM, said:
don't try and run it with polymer, it doesn't support skyboxes and other things and will just look awful.
Putting frame rate aside, the biggest issue would be the lack of skybox functionality and other showview-related effects. Another concern is that the draw distance will always slice the level in half in a very noticeable and ugly fashion as many of the levels are extremely large.
#7 Posted 19 July 2017 - 07:15 PM
M210 seems to have created a Polymost renderer that can support ROR with the newest Bloodgdx. Is it possible to incorporate this into the AMCTC so that it can have texture filtering for those of us that want it?
#8 Posted 19 July 2017 - 07:49 PM
Jim, on 19 July 2017 - 07:15 PM, said:
M210 seems to have created a Polymost renderer that can support ROR with the newest Bloodgdx. Is it possible to incorporate this into the AMCTC so that it can have texture filtering for those of us that want it?
Don't ask us; as the eduke32 developers as they're the ones who would be fixing it. If they can fix the ROR glitches in polymost then there'd be no reason why you can't use it. Keep in mind though that TROR is more complex than the relatively simple ROR that would have been used Blood and Shadow warrior, both in implementation and in the geometry of the maps.
#9 Posted 19 July 2017 - 07:56 PM
A similar rendition of the ROR used in Blood exists in EDuke32 already honestly. You'd have to do some scripting for "complete" support though. However TROR (which AMC uses) is a whole different beast. It's not at all the same.
#10 Posted 19 July 2017 - 07:58 PM
Portal-based ROR as used in SW, Blood, and RR is different from TROR. Polymost has always supported the former.
#11 Posted 20 July 2017 - 01:48 AM
I've heard a few times that polymost is effectively an implementation of the classic renderer built around openGL. If this is the case, what are the problems that are preventing it from running to the same degree of accuracy as the classic renderer?
#12 Posted 20 July 2017 - 02:48 AM
OpenGL 1.1 is a very primitive API. Also, the way Polymost does a lot of things differently than graphics hardware and programming schools of thought would like. Finally, I have not yet taught myself how to rewrite it.
#13 Posted 20 July 2017 - 04:28 AM
Hendricks266, on 20 July 2017 - 02:48 AM, said:
Also, the way Polymost does a lot of things differently than graphics hardware and programming schools of thought would like.
Heh, sounds like Ken to me!
The speed improvements to the 64-bit software renderer make a noticeable improvement and really help things out though. Hopefully by the time Episode 5 comes out we'll either have some kind of poly* renderer with TROR or computers will be fast enough to handle heavy classic
Share this topic:
Page 1 of 1