OpenDungeons Materials

OpenDungeons Materials

Postby Elvano » 11 Jan 2015, 15:08

Hey chaps,

Since I read everywhere we're reaching the 0.5 milestone, and for some reason this is supposed to be very big.
So I tried to fix some of the graphical issues we have, such as the walls that are so overly bright and clean that they wouldn't even be believable above ground, let alone below the surface.
Not much wrong with the textures, and after quite a few attempts I came to the conclusion there must be something wrong with the way that our engine renders materials.
Can anyone please explain home our materials are interpreted within OD?
Are materials set to shadeless rendering somewhere within the engine?
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Re: OpenDungeons Materials

Postby hwoarangmy » 12 Jan 2015, 10:23

Elvano {l Wrote}:Since I read everywhere we're reaching the 0.5 milestone, and for some reason this is supposed to be very big.
If we look at the content, there will be fog of war (already done) and the research tree (to do). With that, we will have a real game, not a demo so I guess we can say it will be a nice release :)

Elvano {l Wrote}:Are materials set to shadeless rendering somewhere within the engine?
I'm not an Ogre expert but AFAIK, shaders have been deactivated because there are issues about it and Bertram asked questions on Ogre forums. But I don't know where we are right now. He might be able to tell you more about it.
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Re: OpenDungeons Materials

Postby Bertram » 12 Jan 2015, 17:57

Sorry, didn't see that topic. :)

Oln has also made some interesting conclusions here: https://github.com/OpenDungeons/OpenDungeons/issues/60

oln {l Wrote}:Not sure why I haven't seen this before, but in the example RTShader material files, it's shown how a normal map is supposed to be defined for the RTSS materials. I tested it on one material, and it worked, so normal maps shouldn't have to be defined in the catalog file.
https://github.com/OpenDungeons/OpenDun ... erial#L110


+ A test: https://gist.github.com/oyvindln/f79922 ... t-material

Note that the rtsstest() function in the render manager still adds shading support to a random list of models:
https://github.com/OpenDungeons/OpenDun ... r.cpp#L926

And if oln's instincts are correct, we could get rid of this after adapting all the material code. This is part of my own list of stuff to try out, but I've been concentrating on cleaning the code a bit, and on the GUI so far, so I couldn't have a look yet.

Feel free to have a go and tell us how it turns. :)

Best regards,
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