Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 35 36 37 [38] 39 40 41 ... 109   Go Down

Author Topic: graphics extender  (Read 305412 times)

0 Members and 1 Guest are viewing this topic.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #444 on: February 08, 2019, 05:34:52 AM »

I think the rendering distance for objects (vehicles / buildings / collidable trees / etc.) is controlled by java code - so outside of il2ge's scope.
Regarding (non-collidable) trees: not without lots of work  :(

whistler

  • Modder
  • member
  • Offline Offline
  • Posts: 2784
Re: graphics extender
« Reply #445 on: February 08, 2019, 05:51:45 AM »

If it was a Java thing we would have had that mod years ago, I want to believe. If it was a object thing, many objects would have been converted already, I want to believe. Some objects have a particularity that allows a longer rendering distance (ie airfield plates, carriers, effects). I have no idea how it works but there seems to be this 5km radius bubble impacting trees and ground objects in a similar way.

In any case, thanks for listening!
Logged
NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #446 on: February 08, 2019, 06:03:58 AM »

In that case it's the same as for the non-collidable trees: even more work   :-X
I would have to re-write the rendering (and animation) routines from scratch as well as loading meshes and materials from file.
Maybe I could reuse code from Stainless for that (?)

whistler

  • Modder
  • member
  • Offline Offline
  • Posts: 2784
Re: graphics extender
« Reply #447 on: February 08, 2019, 06:13:28 AM »

Collecting inputs from experienced modders (personal/common knowledge) are the very first step before proceeding any further. I am afraid there is nothing else I can add.
Logged
NG-HUD v3.6.1 | NG-MAP v3.2 | NG-CAM v2.0 | NG-PAL v1.2: https://www.sas1946.com/main/index.php/board,93.0.html

PO_MAK_249RIP

  • CMON U SPURS!
  • member
  • Offline Offline
  • Posts: 2088
Re: graphics extender
« Reply #448 on: February 08, 2019, 06:44:31 AM »

Hi Slibenli just seen a tip for faster texture rendering : Change [OPENGL] TexMipFilter=3 to =2. Would this impact il2ge? Away from pc at mo so cant  check what mine is set too.
Logged
Corsair Carbide case, Intel core i5 4690 3.5ghz with Arctic Cooler, Asus Rock H97 performance, MSI Ventus XS OC 1660GTX 6GB DDR6, 32GB Patriot Viper 1600Mhz, 256GB/500GB Crucial SSDs, Windows 10 64bit.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #449 on: February 09, 2019, 01:17:27 PM »

Hi Slibenli just seen a tip for faster texture rendering : Change [OPENGL] TexMipFilter=3 to =2. Would this impact il2ge? Away from pc at mo so cant  check what mine is set too.

IL2GE isn't directly impacted by the setting.
I have hard-coded the the filtering to trilinear, which is equivalent to TexMipFiler=2.
I will make this configurable to allow anisotropic filtering (TexMipFiler=3).
Since IL2GE only renders terrain, the setting still impacts everything that IL2GE doesn't render.
So overall the setting could make a difference.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #450 on: February 09, 2019, 01:22:57 PM »

I couldn't resist to investigate whether it is feasible to re-implement the effect-system.



Looks good so far :)

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #451 on: February 10, 2019, 07:49:47 AM »



Wind speed and direction is still hardecoded.

SAS~Storebror

  • Editor
  • member
  • Offline Offline
  • Posts: 23885
  • Taking a timeout
    • STFU
Re: graphics extender
« Reply #452 on: February 10, 2019, 07:52:24 AM »

looks interesting 8)
Logged
Don't split your mentality without thinking twice.

Sita

  • member
  • Offline Offline
  • Posts: 274
Re: graphics extender
« Reply #453 on: February 10, 2019, 02:32:16 PM »

Ilcraft)
Logged

BT~wasted

  • Modder
  • member
  • Offline Offline
  • Posts: 1468
Re: graphics extender
« Reply #454 on: February 11, 2019, 03:43:02 AM »

Logged

rollnloop

  • member
  • Offline Offline
  • Posts: 281
Re: graphics extender
« Reply #455 on: February 11, 2019, 01:31:37 PM »

I'm hitting F5 on this thread 10 times a day, I shall see a doctor  ::(

Can't wait for buildings/trees shaders rework  8)
Logged
Pages: 1 ... 35 36 37 [38] 39 40 41 ... 109   Go Up
 

Page created in 0.048 seconds with 24 queries.