Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 83 84 85 [86] 87 88 89 ... 111   Go Down

Author Topic: graphics extender  (Read 321302 times)

0 Members and 3 Guests are viewing this topic.

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #1020 on: June 16, 2020, 03:19:25 AM »

I haven't tried to run Reshade myself.

Unfortunately I can't really tell from the log what's going wrong. It seems that some GL error is generated by Reshade, which is ignored by Reshade but detected by IL2GE.

Gattobuono

  • member
  • Offline Offline
  • Posts: 47
Re: graphics extender
« Reply #1021 on: June 16, 2020, 04:17:35 PM »

Ok, thanks for trying, I really appreciate it.
I'm still enjoying GE and looking forward to future developments! :)
Logged

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #1022 on: June 19, 2020, 04:54:52 AM »

That's how the new mesh renderer looks like in-game:


Gattobuono

  • member
  • Offline Offline
  • Posts: 47
Re: graphics extender
« Reply #1023 on: June 19, 2020, 09:27:33 AM »

That's how the new mesh renderer looks like in-game...

Could you explain in simple terms what this actually means please? :)
Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1537
Re: graphics extender
« Reply #1024 on: June 19, 2020, 10:07:11 AM »

Your sampler states are wrong  :)

That shouldn't take you more than ten minutes to fix
Logged

Hylo

  • member
  • Offline Offline
  • Posts: 171
Re: graphics extender
« Reply #1025 on: June 19, 2020, 10:52:19 AM »

Some pretty awesome progress though


Sent from my iPhone using Tapatalk
Logged

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #1026 on: June 19, 2020, 01:20:31 PM »

Your sampler states are wrong  :)

That shouldn't take you more than ten minutes to fix

The bigger problem ATM is that the meshes wobble slightly back and forth - there must be some floating point precision issue.

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1537
Re: graphics extender
« Reply #1027 on: June 20, 2020, 02:47:00 AM »

When ?

Have you looked at them when they are stable, and compared to when in flight?

I am just thinking if it is to do with physics or a rendering issue, I doubt it is a floating point accuracy issue.

I have seen cases when bad collision meshes cause wobble as the physics system is getting constant collision events between meshes within the game object
Logged

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #1028 on: June 20, 2020, 05:14:23 AM »

In flight. Collision detection isn't yet implemented - so if anything it would be the lack of collisions which creates problems.
In the standalone mesh viewer there is no wobbling issue.

Maybe I should just ignore the issue for now and see if it fixes itself when all the missing stuff is implemented.

Update: is also happens when the game is paused - so it seems that physics can be ruled out.
Maybe the camera wobbles around.
Or it's due to z-near/far values.

Update 2: It looks to me like there is an issue with the world->view->projection matrix. It may also be present in the standalone viewer, but less apparent, because the models are located more closely to the zero coordinates.
Update 3: Yea - that's it. It also happens in the standalone viewer when I move everything 100km away from the coordinate system center.

Update 4: I suppose there is some issue with how the view (https://gitlab.com/vrresto/render_util/-/blob/81a05ad9eaaa82df82c0b2f7c41b9c397fbe1272/src/camera.cpp#L216)
and projection (https://gitlab.com/vrresto/render_util/-/blob/81a05ad9eaaa82df82c0b2f7c41b9c397fbe1272/src/camera.cpp#L80) matrices are calculated.

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1537
Re: graphics extender
« Reply #1029 on: June 20, 2020, 09:44:55 AM »

Is that your camera code or a port of the old IL2 code?

Because I wouldn't ever do a camera like that, it's very old school.

Yaw, pitch , and roll used like this are full of problems and yes you will end up with accuracy issues the farther away from the origin you get.

In fact when I was doing some tests I found flight impossible once you get over 100,000 metres from the origin.

I would look into a more modern camera class, maybe a quaternion based system
Logged

slibenli

  • member
  • Offline Offline
  • Posts: 619
    • IL-2 Graphics Extender
Re: graphics extender
« Reply #1030 on: June 20, 2020, 09:59:21 AM »

It's my code, but since IL2 passes yaw/pitch/roll to the native code, that's what I have to work with :(

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1537
Re: graphics extender
« Reply #1031 on: June 20, 2020, 10:20:09 AM »

Well you can work with it, you just need to change the code.

Basically your projection code is fine, but I would change the rest to a look at matix.

I think you have GLM, not sure, but look at this anyway

https://learnopengl.com/Getting-started/Camera
Logged
Pages: 1 ... 83 84 85 [86] 87 88 89 ... 111   Go Up
 

Page created in 0.058 seconds with 27 queries.