Posted: Sun Nov 29, 2009 9:48 am
is it just my eyes, or am I seeing some sort of cool depth of field effect with a_c's planet earth & cobra screenshot p0rn?
It's not depth of field as such I suspect, but simply, there are some points where the number of texels exactly match the number of available pixels on the screen to match 1:1 so you get a nice sharp image - before and after this point you'll have too many texture pixels (texels) for the number of pixels or too few, either way the gfx card will have to do some jiggery-pokery and you end up with a sort-of-blurry image.lfnfan wrote:is it just my eyes, or am I seeing some sort of cool depth of field effect with a_c's planet earth & cobra screenshot p0rn?
It also helps to configure the driver to use maximum rendering quality for Oolite to make ships look much better - and most cards still won't have a heavy loadDaddyHoggy wrote:It's not depth of field as such I suspect, but simply, there are some points where the number of texels exactly match the number of available pixels on the screen to match 1:1 so you get a nice sharp image - before and after this point you'll have too many texture pixels (texels) for the number of pixels or too few, either way the gfx card will have to do some jiggery-pokery and you end up with a sort-of-blurry image.
@Cmd CheydCmd. Cheyd wrote:Hopefully I'm not completely put to shame by Griff... Here's one of the SR2 systems with shaders. Have a few more ideas for this one, and the normal and specular maps need more work... But hey, it's my first go at 'em...
Nope, the pr0n has indeed depth! (not a phrase you hear too often)lfnfan wrote:is it just my eyes, or am I seeing some sort of cool depth of field effect with a_c's planet earth & cobra screenshot p0rn?
You can, but you may want to wait for Ahruman to finish the code in trunk. Right now, that planet is really just a big round ship. You can shoot it once with a mil-laser and it blows up. It has no aegis. Nothing else that really MAKES it a planet in the game-sense. These are just mock-ups to play with right now. If you notice, none have atmospheres yet. That part hasn't been decided on how it'll be done. Really, you can start playing with it, but I wouldn't sink a great deal of time into it unless you have it to kill, or are dealing with "artist block" like I am on making new textures.pagroove wrote:@Cmd Cheyd
Wow can I have that too in FP2 systems? I'm done with the first set of Galaxy2. But also Galaxy1 needs updating then. I can send you a beta OXP or something like that. Then we can streamline FP2 and SR2.
Not really, but Griff has been very kind and sent me a version without the camo-shader, which is what is depicted above. If I get the opportunity, I will try to pinpoint what exactly is in the camo that makes things go bad.DaddyHoggy wrote:V. nice - did you sort your shader issues then?
Isn't the problem with SLI that it's only being used under certain circumstances (game developed for it or the driver being provided with specific info for that game)? Thus I'd expect that a system with only one of those cards would reach exactly the same speed...DaddyHoggy wrote:But this hammers my frame-rate - considering this laptop is a Core 2 Duo T9500 (2.6GHz), with two 512MB SLI'd 9800GTs and 6GB RAM - I really didn't expect my fps to fall to < 30 fps (OK I'm running at 1920x1200) - wondering how this will perform on my lowly Athlon 2800+ with a 128MB 6600GT...
Code: Select all
baseTex.a * 9.0 * reflectionMap * EnvironmentMapColor * vec4(camo, 1.0) + baseTex + vec4(camo * baseTex.a, 1.0);