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Author Topic: graphics extender  (Read 305546 times)

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slibenli

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Re: graphics extender
« Reply #756 on: November 22, 2019, 04:08:13 AM »


Yes that's why you need some form of patching and level of detail.

So if I write something that has....

1) Start coordinate (Latitude, Longitude)
2) Width in pixels
3) Height in pixels
4) Scale in meters ( e.g. 200 m per pixel)
5) Projection

And outputs a raw texture with 16 bits per pixel as height in meters, is that good enough?

Or do you want something a little more sophisticated?

Have a header that contains ....

short MinHeight;
short MaxHeight;
fixed Scale;

To allow you to have better than 1 meter accuracy.

A header (also including the attributes 1-5) can't hurt.
Or you could output the attributes to a separate text file - either would be good for me.
I guess more than 1 meter height resolution isn't needed - probably not worth the effort.

Stainless

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Re: graphics extender
« Reply #757 on: November 23, 2019, 08:46:53 AM »

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rollnloop

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Re: graphics extender
« Reply #758 on: November 23, 2019, 05:54:35 PM »

Transparent shaders are great (with fps drop as expected, hope it gets better in the future ?) and the new installer is perfect.

Thanks a lot slibenli  ]thumleft[
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Stainless

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Re: graphics extender
« Reply #759 on: November 24, 2019, 05:57:35 AM »

Just a thought, have you used discard in the transparency shader?

It doesn't always help because of wavefront issue, but if you have regions of the sprites that are totally transparent it can help with GPU pixel shader timing.
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slibenli

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Re: graphics extender
« Reply #760 on: November 24, 2019, 05:59:37 PM »

Transparent shaders are great (with fps drop as expected, hope it gets better in the future ?) and the new installer is perfect.

Thanks a lot slibenli  ]thumleft[

In general there is room for improvement in the shaders. When/if I will work on that is another story ;)


Just a thought, have you used discard in the transparency shader?

It doesn't always help because of wavefront issue, but if you have regions of the sprites that are totally transparent it can help with GPU pixel shader timing.


No, I haven't. Thanks for the suggestion :)

Stainless

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Re: graphics extender
« Reply #761 on: November 25, 2019, 03:09:03 AM »

I will help with the shaders for you
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slibenli

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Re: graphics extender
« Reply #762 on: November 25, 2019, 07:06:29 AM »

Thanks man!
I'm sorry that the shaders are among the messiest pieces of code in il2ge  :-[

Among the improvable things are:
  • Possibly expensive calculations done multiple times in the shader
  • For smaller objects one might get away with doing lighting and fog calculation in the vertex shader instead of the fragment shader, as is done currently.
    It will be inaccurate on larger objects like clouds, but it might be an acceptable compromise to get better performance.

FsMaster2018

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Re: graphics extender
« Reply #763 on: December 07, 2019, 06:11:35 PM »

the GE looks amazing. And so do the new cirrus clouds. But in the new GE builds. The horizon is super fogy. How to I make the sky look more clear? Like in the original versions of the GE
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zeke2122

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Re: graphics extender
« Reply #764 on: December 08, 2019, 08:47:31 AM »

Will this work with the SAS Modact 5.30?
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slibenli

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Re: graphics extender
« Reply #765 on: December 08, 2019, 09:37:59 AM »

the GE looks amazing. And so do the new cirrus clouds. But in the new GE builds. The horizon is super fogy. How to I make the sky look more clear? Like in the original versions of the GE

ATM the only way to change it, is to fiddle with the shader code yourself: il2ge/shaders/atmosphere.frag.

Will this work with the SAS Modact 5.30?

No Idea - just try it out ;)
You may uninstall it again by deleting the folder il2ge inside your IL2 folder.

FsMaster2018

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Re: graphics extender
« Reply #766 on: December 08, 2019, 03:01:30 PM »

Hi I changed some settings in the Atmosphere.Frag file. The settings I used removed all the haziness from the sky. Here are my setting. And some pics of the results.

 // const float atmosphereVisibility = 1000000.0;
// const float atmosphereVisibility = 1000000.0;
const float atmosphereVisibility = 1000000.0;
// const float atmosphereVisibility = 1000000.0;

// const float hazyness = 0.0;
// const float hazyness = 0.05;
const float hazyness = 0.0;

const float HAZE_VISIBILITY = 1000000;
const float GROUND_FOG_HEIGHT = 300;
const float GROUND_FOG_DENSITY_SCALE = 0;
const float MIE_PHASE_COEFFICIENT = 0.7;


url=https://postimg.cc/XrFmb37v][/url]

url=https://postimg.cc/jwvBFXqQ][/url]
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david1948

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Re: graphics extender
« Reply #767 on: December 24, 2019, 11:27:40 AM »

The installer never works for me, it fails to install il2ge.dll and closes
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