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Re: Progress

Posted: Mon Aug 07, 2017 11:31 am
by Cody
another_commander wrote: Fri Oct 21, 2016 7:24 pm

Code: Select all

    float dp = abs(dot(nvEyeVector, vec3(0.0,0.0,1.0)));
    if (dp > 0.16) {
      newOpacity = min(1.0, pow(0.16/dp,2.0)) * quant;
    }
    else
    {
      newOpacity = pow(dp/0.16,5.0) * quant;
    }
    newOpacity *= 0.5;	// <--------- Add this line, adjust the number to your prefs
  }

  gl_FragColor = vec4(totalColor, newOpacity);
}
I presume this works okay with today's newer atmosphere shader, yes?

Re: Progress

Posted: Mon Aug 07, 2017 1:08 pm
by another_commander
It should work OK, just put the line multplying newOpacity with 0.5 just before the final gl_FragColor line and that should be all that's needed.

Re: Progress

Posted: Mon Aug 07, 2017 1:17 pm
by Cody
<nods> Thanks!

Re: Progress

Posted: Tue Sep 26, 2017 10:30 am
by another_commander
In tomorrow's nightly, the limits for the SDL builds' screen resolution will be raised to 7680 x 4320. This will hopefully cover us nicely for 8K gaming, whenever it becomes a thing.

Re: Progress

Posted: Tue Sep 26, 2017 3:53 pm
by Cody
8K gaming? Crikey! <chortles>

Re: Progress

Posted: Tue Sep 26, 2017 4:02 pm
by another_commander
Hey, don't listen to me, listen to someone who actually did it. 8)

Re: Progress

Posted: Tue Sep 26, 2017 4:56 pm
by Cody
Two Titan XPs and four 4K monitors? Good grief!

Re: Progress

Posted: Thu Sep 28, 2017 7:23 am
by spud42
Cody wrote: Tue Sep 26, 2017 4:56 pm
Two Titan XPs and four 4K monitors? Good grief!
but wait , there more...... https://www.youtube.com/watch?v=Toft6fMvByA

16K Gaming!!!!!!!!!

Re: Progress

Posted: Tue Oct 03, 2017 2:22 pm
by Getafix
another_commander wrote:
another_commander wrote: Sat May 13, 2017 5:26 pm
...
Although Perlin3D textures are cool, there are two known issues at this time:
- Performance: There is a one or two seconds delay each time you press the F7 key for a P3D texture to be generated and displayed. Hyperspace jump sequence is also one or two seconds longer when entering a system sporting a P3D texture. This was observed on an old 2GHz Core2Duo, so on a more recent system this may not be such a problem. It would be good if this could be somewhat optimized though.
- The P3D textures appear to not be completely procedural. Sequential runs of the game produce slightly different textures each time for the same system. Land, sea and polar fractions, as well as cloud percentages are as expected, but the textures themselves do not repeat exactly between runs.
...
Following to the feedback we received on performance and
with a fix applied to make the textures procedural,
3D Perlin noise terrain generation is as of now a standard game setting,
when the in-game option Graphic Detail is set to Extra Detail,
and made available in trunk release for testing.

Re: Progress

Posted: Sun Oct 15, 2017 4:03 pm
by Astrobe
My personal opinion on the new texture generator is that it is over-doing the relief and makes the planet look smaller. I prefer:

Code: Select all

	float normalScale = 1 << (_planetScale/2);
... which gives a flatter look.

Re: Progress

Posted: Mon Oct 16, 2017 9:15 pm
by another_commander
Astrobe wrote: Sun Oct 15, 2017 4:03 pm
My personal opinion on the new texture generator is that it is over-doing the relief and makes the planet look smaller. I prefer:

Code: Select all

	float normalScale = 1 << (_planetScale/2);
... which gives a flatter look.
Before anything, just wanted to mention that the algorithm does produce a bit intense relief, but not always Some planets seem to have smoother surfaces, or this might be simply an impression generated by higher percentages of water areas, but in any case the point is that some planets do appear rough and some less so.

Having said that, I think your method of relief control is somewhat too "binary", i.e. too much yes or no result. If I wanted to have a relief intensity somewhere in between your modification and what we have now, it would be very difficult to achieve. Instead, I experimented a bit with multiplying the standard normalScale with a factor and this is the result for factors between 10 and 90 percent of the current standard:
Image
(4320 x 2700 res png here).

In the Test Release builds of the game, you can now use the user defaults parameter "p3dnsf" and set the intensity factor for the generated relief yourself. It is meant as a test feature only and there is no sanity checking for its value. You can make it even more intense than what we have now. Here is what it looks like for a factor of x2:
Image
and, in case you would like to go completely gung-ho with it, here it is with a x5 factor:
Image

Edit to add: Note, this is Celearen in G5, one of the most relief-intense systems I could find as an example. Other systems are normally a bit flatter than this.

Re: Progress

Posted: Tue Oct 17, 2017 12:38 pm
by Cody
More tweakability - thanks. Would this be correct: "p3dnsf" = 0.81; added to .GNUstepDefaults? If not, what and where?

Re: Progress

Posted: Tue Oct 17, 2017 12:46 pm
by another_commander
Cody wrote: Tue Oct 17, 2017 12:38 pm
More tweakability - thanks. Would this be correct: "p3dnsf" = 0.81; added to .GNUstepDefaults? If not, what and where?
Yes, this is exactly how it is supposed to be done.

Re: Progress

Posted: Tue Oct 17, 2017 2:08 pm
by Cody
You see, I'm getting the hang of this coding lark. <sniggers>

Re: Progress

Posted: Tue Oct 17, 2017 2:28 pm
by Commander_X
A quick comment here: because the whole "3d" given by the Perlin texture is provided by the means of a normal map, the planet margin will still be as circular as ever. Thus the appearance of too high mountains, or ridiculous stone walls around the water surfaces (which should also be visible on the margin) will definitely affect the "credibility" of the planet geography (transforming it more in a carved disk, rather than a hinted sphere).