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Community effort to maintain and improve Jedi Academy + Jedi Outcast released by Raven Software
License: GNU General Public License v2.0
This project forked from jacoders/openjk
Community effort to maintain and improve Jedi Academy + Jedi Outcast released by Raven Software
License: GNU General Public License v2.0
I applied a worldspawn fog which in SP defaults to r_drawfog 2 (gl fog) and in MP rend2 seems to use a different technique, however the fogged surfaces seem to not properly apply also the in fog volume check fails: https://www.youtube.com/watch?v=vtzdRw8DkYo
Currently, when there's another frame rendered than frame 0 of a md3, the code falls back to the dynamic vbo/ibo path. This doesn't use mikkts, which results in weird normals popping on looping vertex animations.
Windows 11 KB5033375
movie battle moment
Launch game with rend2, join server, GPU freeze > GPU driver crash
not the above
I have 2 AMD bug report zip files I can discord DM but won't post publicly.
Write rg16 buffer with refraction transforms, apply as posteffect.
It happens, because 3PO model has no "Motion" bone. Should use function similar to SP-vanilla renderer.
rend2-unified-wip/code/rd-rend2/G2_API.cpp
qboolean G2API_SetNewOrigin(CGhoul2Info* ghlInfo, const int boltIndex)
{
if (G2_SetupModelPointers(ghlInfo))
{
/*
if (boltIndex < 0)
{
char modelName[MAX_QPATH];
if (ghlInfo->currentModel && ghlInfo->currentModel->name[0])
{
strcpy(modelName, ghlInfo->currentModel->name);
}
else
{
strcpy(modelName, "[Unknown - unexpected]");
}
Com_Error(ERR_DROP, "Bad boltindex (%i) trying to SetNewOrigin (naughty naughty!)\nModel %s\n", boltIndex, modelName);
}
*/
// log instead of warning message on screen, like in SP-vanilla renderer
G2ERROR(boltIndex >= 0 && boltIndex < (int)ghlInfo->mBltlist.size(), "invalid boltIndex");
// check for valid boltIndex before applying new origin
if (boltIndex >= 0 && boltIndex < (int)ghlInfo->mBltlist.size())
{
ghlInfo->mNewOrigin = boltIndex;
ghlInfo->mFlags |= GHOUL2_NEWORIGIN;
}
return qtrue;
}
return qfalse;
}
When using a glow stage, misc_dlights can't illuminate the object.
Operating system and version: Windows 11
Is this for single player or multiplayer? Multiplayer
Description of the bug (and if possible, steps to reproduce the bug): When I run the commands cl_renderer rd-rend2;vid_restart
It crashes when it is initializing again with the error Couldn't compile shader
.
Complete weather code to use wind and add missing functions.
Add missing sprite types and make wind affect them.
it's kind of useless to add the misc_dlights without the ability to cast shadows. ;)
Vanilla JKA has a hardcoded maximum of 256 lightmaps per map. Deluxemaps are usually put into the lightmap lump, which doubles the number of lightmaps. If you compile a map with more than 128 lightmaps with deluxemaps, the map is not compatible with the vanilla renderer anymore because of the hardcoded limit.
To solve this issue, we can externalize deluxemaps and load them next to the internal lightmaps. Additional deluxemaps will be stored where external lightmaps are usually stored: "/maps/map_name/dm_XXXX"
Test it out on 07yun_gl2. Glow light textures disappear when using force push/pull, but come back after the refraction effect is finished.
I don't know much about this stuff, but could refraction & glow be sorted in a way where only one of them can be rendered at a time?
update cupemapping code from ioq3 project
It's quite weird. I get this crash when loading my baked lighting on laptop. It doesn't happen on desktop PC (why??) and doesn't happen on laptop with lighting baked by SomaZ (for t1_rail). The crash happens when it tries to load non-existing sky texture, but I didn't dig deeper. Anyway, solution is quite simple.
R_FindImageFile function in tr_image.cpp tries to load HDR image and then checks if it succeed by testing output buffer:
R_LoadHDRImage(filename, &pic, &width, &height);
if (pic == NULL)
...
The problem is, R_LoadHDRImage doesn't reset buffer to NULL if it failed.
So, in shared/rd-rend2/tr_image_stb.cpp need to add three lines:
// Loads a HDR image from file.
void R_LoadHDRImage( const char *filename, byte **data, int *width, int *height )
{
byte *buf = NULL;
int x, y, n;
int len = ri.FS_ReadFile (filename, (void **)&buf);
if ( len <= 0 || buf == NULL )
{
// reset output varialbes
*data = NULL;
*width = 0;
*height = 0;
return;
}
...
add new light entities for better realtime lighting
Request is for SP.
Consider implementing deformable snow as presented here:
https://archive.org/details/GDC2014Brisebois
-> place misc_dlights in radiant
-> fire up the game
-> r_editMiscDLights 1 (???)
-> in the upper corner of the screen some variables appear (some get_closest_misc_dlight function is needed)
-> r_setColorCurrentLight 1 1 1 25 (not sure if this works, maybe with quotes)
-> engine shows edited misc_dlight
-> some save function would be nice
Currently all materials with deformVertexes are forced to use the generic shader branch instead of the lightall one.
Surfaces that use Lightstyles (multiple Lightmaps) don't use shaders properly. Actually they completely ignore them. This results in not using normal/parallax mapping nor specular mapping.
Operating system and version:
Windows 7 64bit
Description of the bug (and if possible, steps to reproduce the bug):
They just stay at 1 frame forever. They animate when using the GL1/vanilla renderer and jasp, but not GL2.
What did you expect to happen instead?
MD3's to animate.
Windows 10 Home
Version: 22H2
OS build: 19045.4046
Specs:
i7-13700k
32GB DDR5 6000 MHz
RTX 3070 Ti
Graphics Driver version: 551.23
Game crash when first loading in while using rend2 in Movie Battles 2 (multiplayer)
Also weird flickering when first loading in as well
Happened consistently every time on that beta version of the game, rend2 was unusable
Included a video but it's compressed to fit here so idk how well you'll be able to see the flickering
The current implementation uses a crude sphere approximation for the parallax correction of reflections. I want to extend the system to use convex shapes for the parallax correction. We need a gpu buffer to store the parallax planes then. Will probably use a TBO for this.
Ideally we would also limit surfaces to only use cubemaps in their view. We could easily use the PVS to do that.
Change the rendering from forward rendering to deffered rendering. This results in a massive rewrite of the renderer. Xyc started to go deferred some time ago, this is a good point to start from.
implement ILB
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