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-- [EN] How to implement the Paranoia renderer? (https://hlfx.ru/forum/showthread.php?threadid=4824)


Отправлено Cybermax 28-09-2016 в 03:54:

Crystallize Well OK I understand, and videos will allow to look or not?

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Отправлено Ku2zoff 28-09-2016 в 05:06:

Цитата:
Crystallize писал:
него мировая геометрия либо режется в паре шагов от игрока, либо совсем пропадает если он не туда посмотрит.

Что-то накосяпорил с отсечением по фрустуму. В паранойе эти все дела в клиенте. Можно поискать по render_origin и render_angles.


Отправлено Crystallize 28-09-2016 в 06:44:

Cybermax It's unlisted but I can watch it now, try again for yourself.


Отправлено James Luke 28-09-2016 в 20:04:

What about the clipping frustum? All the bugs I have now are the red lighting and full-bright spots.

Also doing some digging...

What's already been mentioned, animated textures stop playing when flashlight is shone on them.
Grass sprites not being lit by the flashlight.
Decals not spawning on brush entities.

(On a side note, I found a fix in 'gl_renderer.cpp' though. http://pastebin.com/kuKqHEQZ Just compare with the original file!)


Отправлено KiQ 28-09-2016 в 20:50:

Фруструм глючит?

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Отправлено James Luke 28-09-2016 в 21:01:

Цитата:
KiQ писал:
Фруструм глючит?


Looks like it, but found a fix by removing a portion of the 3D-sky code, hopefully I won't use it.

(Also flickering and toggle lights don't work. Never knew there were so many bugs with the renderer.)


Отправлено Дядя Миша 29-09-2016 в 08:40:

KiQ правильно писать фрустум.
На самом деле в параное есть хитрый хак, когда mins\maxs уровня помещаются за положением игрока, сделано это для того, чтобы движок офигел и ничего не пытался нарисовать.

Добавлено 29-09-2016 в 11:40:

C++ Source Code:
1
void DisableWorldDrawing( ref_params_t *pparams )
2
{
3
  vec3_t wcoord;
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  model_t* world = gEngfuncs.GetEntityByIndex(0)->model;
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  AngleVectors ( pparams->viewangles, pparams->forward, pparams->right, pparams->up );
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  VectorMA(pparams->vieworg, -100, pparams->forward, wcoord);
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  memcpy(savedMinmaxs, world->nodes[0].minmaxs, 6 * sizeof(float));
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  VectorCopy(wcoord, world->nodes[0].minmaxs);
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  VectorCopy(wcoord, world->nodes[0].minmaxs + 3);
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}

вот это вот

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Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено James Luke 29-09-2016 в 11:57:

Gonna try it, thanks.


Отправлено James Luke 29-09-2016 в 22:45:

Wait, it's exactly the same function?


Отправлено James Luke 30-09-2016 в 11:58:

Some more very annoying bugs. https://youtu.be/lO-s-sN3zaA


Отправлено Дядя Миша 30-09-2016 в 14:13:

James Luke may be you forget about another function EnableWorldDrawing

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Цитата:

C:\DOCUME~1\C4C5~1\LOCALS~1\Temp\a33328if(72) : see declaration of 'size_t'


Отправлено James Luke 30-12-2016 в 23:13:

Back again, sorry to bump an old post.

I fixed almost every single bug now with adding fixes from ARRANGEMENT and changing the launch parameters of the mod I'm using.

I'm now using: "-gl -32bpp -max_edicts 8192 -nofbo -enable_logging"

The "-nofbo" launch parameter seemed to have made it work. It had something to do with anti-aliasing if I remember correctly.

The only bugs left now are:
- A strange view-model appearing when viewing the game at certain angles. See attachment.
- Lighting is messed up sometimes. See attachment.
- Glass doesn't light up.
- Bump-maps don't appear to work when there is no light shining on them.
- Animated textures don't work. Water is messed up as well.
- Decals not spawning on brush entities.
- Toggling lights, but that is a limit set in by default.
- Grass sprites don't want to work with lighting.

- Some others, but I think I can fix them.

Welp, doesn't seem like a lot are fixed. Just very annoying ones.

Image link because this website doesn't like regular files: http://imgur.com/a/c2xYy


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