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Post-processing effects test (SSAO/HDR/Bloom)


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  On 05/08/2012 at 12:14 PM, myconid said:

Testing this branch on the following system: system_info.txt

With unchanged default.cfg, I get this error starting a game:

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which is no big deal since the hardware doesn't support GLSL, though it would be nice if it didn't crash. But then I set preferglsl, gentangents, and smoothlos to false, and I get this error (with renderpath defaulting to "shader"):

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and I get the same crash after forcing renderpath to "fixed".

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Thanks for testing! The first error is because you used smoothlos=true without GLSL support, when there is no equivalent ARB shader available (yet). Just like the GPUskinning option, it's an experimental feature that is marked "requires GLSL". That is, the crashing is by design, as the ARB part of the equation is still missing.

As for the second error, it's a real bug, but I think I know how to fix it.

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  On 06/08/2012 at 7:13 PM, myconid said:

Modelmapping has been committed to SVN. Fingers crossed.

(y)

One little thing I forgot to mention when reviewing, I think the following files should go in a separate directory, mostly because they have different licensing and aren't written by us (nor copyright Wildfire Games):

  • source/graphics/mikktspace.cpp
  • source/graphics/mikktspace.h
  • source/graphics/weldmesh.cpp
  • source/graphics/weldmesh.h

Anyone else feel similarly?

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I do! They should probably go somewhere under the "lib" directory...

I must admit I haven't spent any time thinking about those things actually... and now that you mention it, there might be a (small) file or two without the usual licensing blurb at the top. :ph34r:

Edit: The "lib" directory not be the right place. Plus, that update-workspaces script is driving me up the wall.

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  On 06/08/2012 at 10:19 PM, Gen.Kenobi said:

As for Ao baking, I would need to re-map the model to get the AO right.

I saw something about using two UV maps on the same model...

Yes, you need to add a second UV set that doesn't overlap itself anywhere. It's really easy to do in Blender, and we should eventually automate it with a Python script or something.

Btw, smoothlos has been committed. I'll do the other two patches tomorrow.

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  On 06/08/2012 at 8:12 PM, Loki1950 said:

So now those of us that follow svn but have not managed to build our own binary on Windows have to wait for a new build to be pushed our way before we can see all this new eye candy :D

I can build at evening (~15-16 UTC) if someone will not do this earlier.

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Hi wanted to say that I really like the waving trees. I haven't looked at the other effects yet (is there a demo map with them on them?). But I did notice a few things. After the smooth LOS update the tests broke (They still worked I think after the other massive update AO, wavy trees etc...)


Running 283 tests........................Singleton.h(53): Assertion failed: "ms_singleton"
Assertion failed: "ms_singleton"
Location: Singleton.h:53 (GetSingleton)
Call stack:
(0x8d9d2a) ./test() [0x8d9d2a]
(0x88b751) ./test() [0x88b751]
(0x88b94d) ./test() [0x88b94d]
(0x88c612) ./test() [0x88c612]
(0x7041c7) ./test() [0x7041c7]
(0x457ef6) ./test() [0x457ef6]
(0x431aa4) ./test() [0x431aa4]
(0x43a988) ./test() [0x43a988]
(0x41c0ad) ./test() [0x41c0ad]
(0x3e29021735) /lib64/libc.so.6(__libc_start_main+0xf5) [0x3e29021735]
(0x42c3d5) ./test() [0x42c3d5]
errno = 0 (No error reported here)
OS error = ?

(C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit?

Also when I first updated to AO and wavy trees I got a core dump because I had previously enabled glsl without enabling gentangents. That is I had gentangents="true" in my config file without doing anything about the gentangents. Why are there two seperate enables here? Is it for the gpuskinning? I think it shouldn't crash if the config is messed up but notify the user and automatically change the config to a setting that would work. Otherwise keep up the great work. Looking forward to seeing all the new stuff in action.

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  On 07/08/2012 at 6:34 AM, fcxSanya said:

I can build at evening (~15-16 UTC) if someone will not do this earlier.

Thx fcxSanya tried a local build myself last night VSE2010 complained about


mikktspace.cpp
mikktspace.h
weldmesh.cpp
weldmesh.h

apart from my usual wxWidgets errors.So someone may have to modify myconid's code for Windows ;)

Enjoy the Choice :)

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  On 07/08/2012 at 2:34 PM, Loki1950 said:

Thx fcxSanya tried a local build myself last night VSE2010 complained about


mikktspace.cpp
mikktspace.h
weldmesh.cpp
weldmesh.h

apart from my usual wxWidgets errors.So someone may have to modify myconid's code for Windows ;)

Enjoy the Choice :)

What do you mean it complained? Errors or warnings would be helpful. For my part it built just fine in VS2008. Make sure you run update-workspaces.bat since there have been source files added.

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Thanks, howlingflute. I'll look into that error (it's probably nothing major). There's been some discussion about the preferglsl/gentangents before. While I believe the gentangents option should be kept separate, I'll do something about the crash.

Loki1950, I'm sure people have already tested it on Windows before. Did you run update-workspaces before compiling?

Edit: yeah, what historic_bruno said.

Edit2: howlingflute, the roman CC should display the effects in GLSL mode. Just committed a simple fix for the crashing - the "quality" setting is now set to 0 by default, so it needs to be set to 10 to display the effects. Regarding the error, can you please post gdb output? Found the issue (doh!).

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About howlingflute's error:

The LOSTexture code needs access to g_Renderer variable, which is global. However, in the test files the renderer isn't instantiated anywhere, hence the error when the value is accessed.

Not sure if the renderer object can be instantiated on its own, just to please this test. I'll see what can be done, but I'll ask people to be a little patient...

Edit: OK!

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