Closed GoogleCodeExporter closed 8 years ago
Original comment by Cry...@gmail.com
on 9 May 2012 at 5:31
About effects: Filmgrain on OpenGL is already fixed in dev version. HDR and
Bloom will see massive quality improvements in the next version (already in
git).
The gameplay bug about car leaning is directly related to Issue 86
Original comment by tapiovie...@gmail.com
on 12 May 2012 at 12:19
Thanks for feedback.
This is probably 1st user feedback (longer than 1 line) we have here.
I'm quite busy (but can't handle shadows) so just few comments from me:
Few options were in development.
As for shadows, be happy that you didn't try the game in 1.0 ver, there weren't
any depth shadows :P. So I wouldn't complaing about no variable penumbra, but
are you a programmer ? seems like you know about shadows, maybe you could fix
them.
Parallax is there, just on terrain, but it's difficult to see since a while.
Black overlay ? I don't know of it, pls upload a shot.
Serious fixes were needed 1.5 year ago. Now they aren't so serious IMO. And
there aren't that many serious people here that could fix them :)
Original comment by Cry...@gmail.com
on 12 May 2012 at 1:26
"but are you a programmer ? seems like you know about shadows, maybe you could
fix them."
yes, kind of. I'm becoming one. I've implemented a lot of techniques, but so
far I didn't have time for implementing shadows in my own engine.
As for the fixing:
The key thing for the shadows is making them deferred. Then you can use
cascading. You'll also need to implement a proper filtering technique. You can
find a similar shadowing solution in GPU Pro, and you can find MJP's
implementation here:
https://skydrive.live.com/?cid=538e432ea49f5bde&id=538E432EA49F5BDE!125
"it's difficult to see since a while"
well, it's meant to be seen. If it cannot be seen, then it shouldn't be there.
Maybe you should do some per-pixel specular highlights, also since you're using
it for rendering terrains you also need a lighting technique that's not Phong
(or Blinn-Phong). You should rather use the anisotropic Ward approach.
http://content.gpwiki.org/index.php/D3DBook:%28Lighting%29_Ward
It costs a little bit more, but you can simulate rough surfaces (terrain), and
metallic surfaces (cars) better. Since you only have one global directional
light (i.e. sun) you can pretty much afford it.
I attached a screenshot.
Original comment by neke...@msn.com
on 13 May 2012 at 6:45
here's a picture about the shadows.
Original comment by neke...@msn.com
on 13 May 2012 at 7:06
The black terrain looks like an fglrx driver issue (we all know ATI on linux
isn't great). About the shadows, please don't use "soft". They are unfinished
and don't have self-shadowing as you can see, so make sure to use "depth".
We are already using split shadow maps (PSSM actually). Apparently there's a
bug with it in your screenshot that i've no idea about; they work fine here.
For proper filtering we can use VSM (no need for deferred shadowmaps). It was
started but never finished (shadowtype "soft")
Original comment by scrawl...@gmail.com
on 13 May 2012 at 8:31
And thanks for the suggestion with WardIso shading, I think it's a good idea.
We don't have time to implement all of this, but if you know a little
C++/shaders, it would be great if you started hacking and submit your patches
;) (the source is very easy to compile on linux)
Original comment by scrawl...@gmail.com
on 13 May 2012 at 8:43
ok, so I changed to depth, but it's still the same...
Well, it's true that you'd only need deferring if multiple lights were in the
scene, but the rendering quality in the GPU Pro article is way better than
this. This may be due to the anisotropic gaussian blur filter that is applied,
which also enables the technique to have variable penumbra. And in that
technique the shadow generation pass isn't deferred but rather the filtering
pass. It also uses some tricks to get cheap penumbra.
Can you please attach a screenshot about the shadows from the same location?
(f3-osso, right after the start turn right.)
Well, I can look into it :) I planned to implement Ward anyways...
Original comment by neke...@msn.com
on 13 May 2012 at 2:00
This is how it looks here with 2k shadowmaps:
http://scrawl.bplaced.net/temp/shadows1.jpg
Original comment by scrawl...@gmail.com
on 13 May 2012 at 2:33
hmm... that seems kind of ok. Does it flicker?
anyways I got through most of the building, but when I start stuntrally (now
the git version)
I get this:
Loading library /usr/local/lib/OGRE/Plugin_CgProgramManager
An exception has occured: OGRE EXCEPTION(7:InternalErrorException): Could not
load dynamic library /usr/local/lib/OGRE/Plugin_CgProgramManager. System
Error: /usr/local/lib/OGRE/Plugin_CgProgramManager.so: cannot open shared
object file: No such file or directory in DynLib::load at
/home/yours3lf/Desktop/ogre-source/ogre/OgreMain/src/OgreDynLib.cpp (line 91)
I suppose ogre needs some plugins... Where can I get them? (and how)
Original comment by neke...@msn.com
on 13 May 2012 at 4:42
where did you get ogre from? the dll(Plugin_CgProgramManager.dll) should be
next to the lib you linked against
Original comment by a.isma...@gmail.com
on 13 May 2012 at 6:54
from mercurial, it didn't even include OIS, I had to install that from synaptic.
Original comment by neke...@msn.com
on 13 May 2012 at 7:31
ok solved it, I just needed to install cg toolkit, and recompile the whole
ogre, and stuntrally. Now it runs, but when I get into the game it doesn't
react to any buttons.
I can't even press ESC and exit. When I close the window with the mouse it
segfaults.
One more question: where are the currently used lighting shaders?
Original comment by neke...@msn.com
on 13 May 2012 at 8:50
Cg shaders are generated by cpp code. Thanks to scrawl's material generator
(see source\ogre\common\MaterialGen\Material*.cpp and *.h files).
Original comment by Cry...@gmail.com
on 13 May 2012 at 9:18
It's a monster at first (complicated) but is an awesome thing. The materials
are then defined using simple and powerful *.matdef files.
Original comment by Cry...@gmail.com
on 13 May 2012 at 9:21
Attach log.txt, something bad happended to input or ois ?
Btw. Feel free to join on irc, #stuntrally on freenode, would be faster to chat
if you catch someone there, anyway I'm off to bed.
Original comment by Cry...@gmail.com
on 13 May 2012 at 9:26
here it is, it took a while to find it :)
Original comment by neke...@msn.com
on 14 May 2012 at 9:57
Attachments:
ok, so I implemented anisotropic Ward lighting with the help of the guys from
IRC (scrawl and aave). I created a local branch called ward_lighting, and
committed the changes. I only need to make sure that the anisotropic roughness
value gets passed to the shaders.
Original comment by neke...@msn.com
on 14 May 2012 at 4:54
can you push it so we can see the changes on the web?
https://github.com/stuntrally/stuntrally/branches
Original comment by a.isma...@gmail.com
on 14 May 2012 at 5:08
yesterday I switched from anisotropic Ward to isotropic, because the
anisotropic version (coupled with bump mapping) requires tangents as well, and
that cannot be retrieved with only per-pixel normals at hand. But the isotropic
version works well,
I currently set it to use the shininess value that comes from the per-pixel
specular exponent. However that per-pixel value needs to be adjusted since
roughness != shininess. I made some experiments with per-object constant
shininess values, here are the results (0.1, 0.2, 0.4, 0.6, 0.8):
http://s15.postimage.org/3tcoma3kr/ward01.png
http://s15.postimage.org/f6z7xhe3f/ward02.png
http://s17.postimage.org/8tf6rdi4f/ward04.png
http://s13.postimage.org/vorq511s7/ward06.png
http://s14.postimage.org/u6octvzw1/ward08.png
the current blinn-phong implementation (per-pixel):
http://s14.postimage.org/69fvmffxt/pong.png
Note that this method can be made faster by creating a lookup texture (R32F).
That way it would only require 33 instructions (blinn-phong requires 23), as
opposed to the current 44 instructions (the anisotropic is 48)
Original comment by neke...@msn.com
on 15 May 2012 at 5:34
Original comment by Cry...@gmail.com
on 11 Jun 2012 at 4:14
Original comment by Cry...@gmail.com
on 17 Jun 2012 at 8:37
Original comment by Cry...@gmail.com
on 17 Jun 2012 at 9:21
To fix black overlay, we need png not dds for all terrain textures, anyone
could fix it by resaving in Gimp (it's tedious to do it for each textures).
Square shadows can't be fixed, this happens with camera dir close to sun dir.
As for rest and ward lighting - it's been over 6 months, closing.
Original comment by Cry...@gmail.com
on 23 Dec 2012 at 10:58
Original issue reported on code.google.com by
neke...@msn.com
on 8 May 2012 at 6:55