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Thread: OpenSauce Post Processing

  1. #181
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Yeah, performance is my biggest issue with it to be honest. It's probably down to some lack of experience on my part . At the moment, depending on how many render targets your card supports it will render up to 4(!) extra passes for each mesh excluding alpha blended meshes, which is quite a performance hit. If I could integrate the rendering better into the engine so that halos shaders do most of the work for me that would help, but doing that without breaking something else would be difficult :P.
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  2. #182

    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    Another new thing is another (yes now 4, imma go drain your performance some more) gbuffer texture available to shaders that provides information on what type of object a mesh is (scenery, device machine, etc) and what team it is on, which allows things like this to be done (which isn't included btw):
    If you change an objects mesh type to bsp while it has an environment shader, does the game exception? If not, do normal maps work on the object?
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  3. #183
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    Looks like you fixed how weapons were blurred if you walked against a wall? Neato.
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  4. #184
    Glorious Beacon of Light Disaster's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Choking Victim View Post
    If you change an objects mesh type to bsp while it has an environment shader, does the game exception? If not, do normal maps work on the object?
    o_O
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  5. #185

    Re: OpenSauce Post Processing

    I'm hoping it's that simple. Would you mind telling me where that mesh type enum is located firescythe? I'd like to test out that theory.
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  6. #186

    Re: OpenSauce Post Processing

    I have an ATI Radeon 4870, motion blur doesn't work for me (black screen)
    Anyway, I fail to see any other effects.
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  7. #187
    chilango Con's Avatar
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    Re: OpenSauce Post Processing

    Question: Why wasn't the updated VISR included? I'd really like to use it.

    edit: also soft particles, how can I enable those?
    Last edited by Con; April 21st, 2010 at 06:56 PM.
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  8. #188
    Senior Member FireScythe's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by Choking Victim
    If you change an objects mesh type to bsp while it has an environment shader, does the game exception? If not, do normal maps work on the object?
    Quote Originally Posted by Choking Victim
    I'm hoping it's that simple. Would you mind telling me where that mesh type enum is located firescythe? I'd like to test out that theory.
    BSP isn't rendered as an object so there is no enum option to set an object to to render it as BSP. Getting normal maps on objects is going to at least require editing of all the model pixel shaders and possibly all model vertex shaders, as well as making some way of getting a normal map into a texture register for the pixel shaders to access. Which theoretically wouldn't be too difficult but ideally it would use .bitmap tags, for which getting a directX texture from hasn't been found yet.
    Quote Originally Posted by Con
    Question: Why wasn't the updated VISR included? I'd really like to use it.
    edit: also soft particles, how can I enable those?
    Didn't included it because I was rushing to get this test build out for the motion blur. I'll post it up when I get the chance . For the soft particles you just have to compile the custom vertex and pixel shaders supplied with the previous build using usertool. They're just a demonstration though so they do have some problems.
    Quote Originally Posted by DemonOne
    I have an ATI Radeon 4870, motion blur doesn't work for me (black screen)
    Anyway, I fail to see any other effects.
    Looks like motion blur will be default disabled for ATI cards .
    If you've only got the test build then there are no other effects to apply, since that is supposed to be dropped into a setup that already has everything from the previous build.
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  9. #189
    Kid in the Hall Kornman00's Avatar
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    Re: OpenSauce Post Processing

    Quote Originally Posted by FireScythe View Post
    Which theoretically wouldn't be too difficult but ideally it would use .bitmap tags, for which getting a directX texture from hasn't been found yet.
    The hardware format (which, in this case, would be a reference to a ID3DTexture or w/e the interface is called) data is stored in the bitmap_data_block itself. I'm not sure of the field offset off hand but the tag system treats it as padded fields (since it doesn't need to know about it as it's runtime related). Not too trivial to get, but you'd have to make sure it's loaded by the engine via a look up in the 'pc textures' data array. I don't think I included the address definitions for that (nor the 'pc sounds' data array for that matter)
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  10. #190

    Re: OpenSauce Post Processing

    The "pc texture cache" pointer is at 0x6473A0, the "pc sound cache" pointer is at 0x647390, is there any hope of integrating these in the next release of OS? The hardware format data korn is talking about would be one of the last few padding values in the "bitmaps" block after the pixels offset field.

    EDIT: The field offset you're looking for is 0x28 in the bitmaps block. I believe this is the address of the ID3DTextureinterface you're talking about korn.
    Last edited by Choking Victim; April 22nd, 2010 at 09:39 AM.
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