Page 4 of 21
Posted: Mon Apr 09, 2007 6:49 pm
by JensAyton
Charlie wrote:Um... The Mac version of Oolite: It will run on OSx86..?
Dunno. Never heard of “OSx86”. Oolite for Mac OS X, however, is a universal binary which should run on any Mac system with Mac OS X 10.3.9 or later.
Posted: Mon Apr 09, 2007 8:34 pm
by Charlie
@Uncle Reno:
Thanks
@Ahruman:
Sorry, me using too much shorthand:
OSX for x86 ie: Intel(ish)
Universal binary: PPC & x86 - good.., very good...
FWIW:
Thanks again to the devs etc for all their efforts.
I'm glad to see the two (main?) branches seem to be keeping pace.
Posted: Mon Apr 09, 2007 9:58 pm
by JensAyton
They aren’t branches any longer; the Mac and Windows versions are built from the same code.
Posted: Tue Apr 10, 2007 8:08 am
by Griff
Ahruman, i just tried oolite & the shady cobra & krait .oxps on a pc in work and it looked OK, in fact, it looked fantastic, no blueness in the textures at all, so it's a problem with my PC, probably the graphics card and it's drivers.
Works pc has an NVIDIA GeForce FX5200 graphics card and i've got an ATI Radeon9500pro, i wonder if this is something to with ATI's supposed half-assed openGL driver support and try a few earlier versions of the driver later this evening
Posted: Tue Apr 10, 2007 9:35 am
by JensAyton
It could be a driver problem. Or it could be Oolite or the shader relying on undefined behaviour (I’m also using a GeForce FX 5200).
Posted: Tue Apr 10, 2007 10:02 am
by Star Gazer
Damn! Something pretty wierd happens on the ATI 9600XL card, too - which is what my G5 has...
...each of the Kraits is different the upper surfaces on the last 2 are that distinct blue - it's 'almost' beautiful, if that were the intention...!! but the under surfaces are grey...
, the first Krait is a paler grey-green on the upper surfaces... ... are they meant to look like that...?
I haven't played with the card settings, I'm currently running it with the Performance = 3, FSAA (Super) =4x, and Anisotropic Filtering = 2x - which is what I've used for some time with Oolite.
Posted: Tue Apr 10, 2007 10:31 am
by JensAyton
They should look like this (after adding “#define OOLITE_LIGHT_0_FIX” at the top of each shader ofr testing purposes):
I’m reasonably sure this is my fault, not ATis, I just don’t know where the problem is. We need someone to learn to hack shaders on ATi hardware, or to buy me a machine with the problem. ;-)
Posted: Tue Apr 10, 2007 10:40 am
by Killer Wolf
this is looking some pretty exciting stuff. is anyone gonna do a helpful little FAQ/requirements/tutes thing about what kit/version we need and how to set up/test this glowy stuff?
Posted: Tue Apr 10, 2007 11:08 am
by Wolfwood
Otherwise a nice looking ship, but I cannot really see it as Krait...
Posted: Tue Apr 10, 2007 11:31 am
by Griff
well, i've downloaded the rendermonkey shader building program from ATI
http://ati.amd.com/developer/rendermonkey/index.html (windows only)...a bit stuck now though, anyone here know how to use it?
it looks like it might be just the ticket for importing ships and adding the glow maps etc, i think it then writes out the shader code hopefully in an oolite friendly form, if i can get some progress on it i'll post here
Posted: Tue Apr 10, 2007 1:01 pm
by JensAyton
RenderMonkey can apparently be used for GLSL, which is what is needed.
Lumina looks potentially interesting, and is cross-platform (Linux and Windows, should be possible to make for OS X). It’s also scriptable - with JavaScript. There’s a thing, eh?
Posted: Tue Apr 10, 2007 1:08 pm
by Star Gazer
OK. On closer examination, Kraits 1 &2 are rendering OK, but 3 & 4 produce the bright blue glow...
Posted: Tue Apr 10, 2007 1:34 pm
by JensAyton
@Star Gazer: is it the same as Griff is getting? A screen shot may be helpful.
Posted: Tue Apr 10, 2007 2:12 pm
by Star Gazer
@ ahruman - I've got some pictures using Snapz, can I email them to you? - I have no way to host them at the moment.
hold on... should I have done this...?
after adding “#define OOLITE_LIGHT_0_FIX” at the top of each shader
...where?
Posted: Tue Apr 10, 2007 2:28 pm
by Griff
all four kraits have a blue tint on my system so it's interesting that two of them - the two without the maps to add the glowing lights on the hull are rendering OK on your system.
incidently does adding “#define OOLITE_LIGHT_0_FIX” at the top of each shader brighten up the light used to draw the ships on the start screen? i'm just asking as it might be useful to check the specular maps. i'm testing them in game at the moment using ships with a dumbAI to get them rotating so i can see the specularity effect move across the hull, but testing them on the demo screen would be better