Search found 199 matches
- Sat Aug 06, 2022 3:23 pm
- Forum: Suggestion Box
- Topic: Render to Framebuffer
- Replies: 79
- Views: 30738
Re: Render to Framebuffer
I tried applying HDR the "right" way, by tone mapping and gamma correcting at the oolite-texture shader. So I removed those steps from the default shaders and added them once only in the render texture shader. I found that with GL_RGBA16F the animation of the old BGS hyperspace tunnel eff...
- Sat Jul 30, 2022 9:45 pm
- Forum: Suggestion Box
- Topic: Render to Framebuffer
- Replies: 79
- Views: 30738
Re: Render to Framebuffer
Yes, it seems to work the same with RGBA16F as with just RGBA.
- Sat Jul 30, 2022 4:21 pm
- Forum: Suggestion Box
- Topic: Render to Framebuffer
- Replies: 79
- Views: 30738
Re: Render to Framebuffer
I found the issue! I had to be very careful with setting each OpenGL binding (active texture, texture binding, program binding, etc.) back to the original value, after I use these OpenGL functions myself. As far as I can see, everything works nicely. I just have to clean up the code a bit, and then ...
- Fri Jul 29, 2022 7:07 pm
- Forum: Suggestion Box
- Topic: Render to Framebuffer
- Replies: 79
- Views: 30738
Re: Render to Framebuffer
Only some of the GUI is rendered. I think it only works when something else is rendered in the background (e.g. the spinning model in the beginning, the whole universe in front of the HUD, the planet on the F7 screen. But these background rendered things also don't show up in the framebuffer texture...
- Fri Jul 29, 2022 1:31 pm
- Forum: Discussion
- Topic: Increasing fuel limit and jump range
- Replies: 21
- Views: 5275
Re: Increasing fuel limit and jump range
I'd rather increase the fuel limit than jump range. Just use multiple jumps up to 7 L.Y. each. The Black Monk Monastery OXP sells "Holy Fuel" at the monasteries, which effectively increases the fuel limit. So I think it could be possible to write an OXP that does this also for when buying...
- Thu Jul 28, 2022 1:28 pm
- Forum: Suggestion Box
- Topic: Render to Framebuffer
- Replies: 79
- Views: 30738
Re: Render to Framebuffer
In the meantime, I think that I have diverted the drawing to render to a texture and so I see a nice black screen with nothing on it. Next step is to see if I can manage to draw what I want to instead. It's probably been more than 10 years since I last used legacy GL - I'm out of practice! I would ...
- Wed Jul 27, 2022 5:12 pm
- Forum: Discussion
- Topic: Introduce Yourself.
- Replies: 1373
- Views: 752966
Re: Introduce Yourself.
Unfortunately, it requires render to texture support in the engine and currently we don't have that. RTT is certainly doable (and would allow for many more graphics and post processing improvements too), but it needs either someone with plenty of OpenGL experience to code it in or someone with enou...
- Mon Jul 25, 2022 6:42 pm
- Forum: Discussion
- Topic: Sun SKimming - WTF
- Replies: 12
- Views: 3179
- Mon Jul 25, 2022 5:23 pm
- Forum: Discussion
- Topic: Sun SKimming - WTF
- Replies: 12
- Views: 3179
Re: Sun SKimming - WTF
I have the same experience, I haven't scooped fuel even once in Oolite for this reason.
- Mon Jul 25, 2022 3:46 pm
- Forum: Discussion
- Topic: help needed
- Replies: 16
- Views: 4472
Re: help needed
If you don't add any manifest, I believe the OXP should still work, so you can try that as a quick and dirty solution for now.
- Sun Jul 24, 2022 8:00 pm
- Forum: Expansion Pack
- Topic: RELEASE: Adder MkIII
- Replies: 13
- Views: 4978
Re: RELEASE: Adder MkIII
I modified the model very slightly, because at some places with the right lighting it seems like there are edges, where there shouldn't be any. I mainly used blenders "Auto Smooth" function for that. Here's the download if anyone is interested. (I did the same also for Staer9's Cobra Mk II...
- Wed Jul 20, 2022 1:47 pm
- Forum: Expansion Pack
- Topic: RELEASE: Adder MkIII
- Replies: 13
- Views: 4978
Re: RELEASE: Adder MkIII
I planned on getting a Cobra Mk II-X as an upgrade for my Cobra Mark I, but maybe I'll take this one instead.
- Wed Jul 20, 2022 12:40 pm
- Forum: Discussion
- Topic: ship stats help
- Replies: 4
- Views: 1669
Re: ship stats help
ooLite community, when examining ship stats for example; Roll: 2.0 Pitch: 1.0 yaw... What do these numbers mean exactly? (I have a hunch but would be happy for an official explanation :)) Pitch 1.25 vs 1.00, etc. Thanks! From the code, the unit of these numbers seem to be radians per second. So if ...
- Thu Jun 30, 2022 9:45 pm
- Forum: Suggestion Box
- Topic: In-game keyboard configuration
- Replies: 143
- Views: 51868
- Thu Jun 30, 2022 5:45 pm
- Forum: Suggestion Box
- Topic: In-game keyboard configuration
- Replies: 143
- Views: 51868