ValveSoftware / halflife

Half-Life 1 engine based games
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Request: Port software water effect to OpenGL renderer. #2165

Open JulianHeuser opened 5 years ago

JulianHeuser commented 5 years ago

The water effect used in the software renderer looks arguably better than the OpenGL alternative (examples here: https://twitter.com/joewintergreen/status/1066947983730663424)

Of course it depends on how this effect is coded, and I'm aware that it might not be possible.

djdallmann commented 5 years ago

Check out the latest BETA and this https://github.com/ValveSoftware/halflife/issues/1650

MFKitten commented 5 years ago

I absolutely agree, and there are apparently explosion effects in the software renderer that aren't available in OpenGL too.

MFKitten commented 5 years ago

@djdallmann did they do anything about the water ripple effect in the latest beta though?

JulianHeuser commented 5 years ago

I checked, the beta fixes texture scaling but the water effects are the unchanged.

mleise commented 5 years ago

The texture scaling was doable in a short amount of free time. The ripple effect needs some more hacks on the engine: either copy the software drawn ripple texture to hardware and render that or use pixel shaders (OpenGL 2.0).

Deus-nsf commented 4 years ago

I second this big time, it would be amazing to see this, plus working gl_overbright, and so the original and faithful vision of the game would be preserved :) (except very minor details)

DevelopmentDragon commented 4 years ago

Not sure if this is considered necrobumping this, but it would be nice to port that water effect over to OpenGL (as well as figure out how it's done).

a1batross commented 9 months ago

It's pretty easy to implement with just reuploading the texture https://github.com/FWGS/xash3d-fwgs/blob/master/ref/gl/gl_warp.c#L857-L1045 (see the end of file)

And performance drop seem to be negligible enough.

falojazz commented 9 months ago

I second this, the OpenGL water effect is inferior to software.

captinwill commented 8 months ago

I third this