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23 Oct 2021
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 https://gamedev.stackexchange.com/questions/82046/how-do-professional-games-avoid-showing-pixel-seams-in-adjacent-mesh-boundaries 04:39:00
@_discord_178356627139854347:t2bot.ioCMAugust#6575screenshot442.png
Download screenshot442.png
04:39:03
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Interesting, it doesn't bother to chunk default cells. 04:39:03
@_discord_178356627139854347:t2bot.ioCMAugust#6575 That link looks handy. 04:42:50
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 It's a whole topic in of itself, osgEarth actually implemented an algorithm to mitigate the seams as described here (between LOD) http://wscg.zcu.cz/wscg2007/Papers_2007/full/C43-full.pdf 04:46:45
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Oh, wow 04:47:04
@_discord_178356627139854347:t2bot.ioCMAugust#6575 I wonder if that can be useful at all for OpenMW. 04:47:13
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 http://shiny-dynamics.blogspot.com/2010/08/terrain-engine-for-osgearth.html 04:47:19
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 I haven't read any of it, so don't know how much is actually useful. 04:47:51
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 The seams I'm seeing definitely aren't between LOD levels though, they are two adjacent chunks right in my face. 04:49:59
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Yeah. 04:50:21
@_discord_178356627139854347:t2bot.ioCMAugust#6575 BTW, did you figure out the best way forward for your sky shader MR? I'm missing it especially after speeding up the weather transitions. lol 04:51:40
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 Not touched it in a while. 04:52:58
@_discord_178356627139854347:t2bot.ioCMAugust#6575 ah... 04:54:17
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 * It's a whole topic in of itself, osgEarth actually implemented an algorithm to mitigate the seams as described here (between LOD) http://wscg.zcu.cz/wscg2007/Papers_2007/full/C43-full.pdf 05:03:11
@_discord_224202247469268993:t2bot.iovtastek it happens in Morrowind too.
it is just sky showing up. I think we can make the bottom sky darker, it will become less visible.
09:46:02
@_discord_178356627139854347:t2bot.ioCMAugust#6575 There's a few broken things in OpenMW only, namely the ashstorm/blight weather transition. 09:49:17
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Waz's sky shader MR WIP has fixed them already, just needs to be finished. 09:50:23
@_discord_223500022422044672:t2bot.ioAnyOldName3#5223 One thing that might make a difference is how the scenegraph's structured. If we've got one transform at the root of the terrain system and all the terrain chunks have their vertices specified in a common space, then we'd be running the same vertices through the same matrices and producing the same edges, so should have them always agree, and therefore have no gaps. If we've got each chunk having its own transform between it and the terrain root, then we're putting different vertices through different matrices, and it's expected that they won't produce the exact same results.. With the former approach, we're more likely to see things like terrain shaking when a long way away from the world root, though.

Hacky fixes that immediately spring to mind include moving the vertices along the chunk boundaries away from the chunk centre by an epsilon or setting a clear colour closer to the average terrain colour so the gaps are less visible.
12:06:42
@_discord_178356627139854347:t2bot.ioCMAugust#6575 Unrelated: man, I wish someday OpenMW better supported billboards. 12:17:30
@_discord_325534431756550144:t2bot.ioTauin maybe with better oblivion nif support? 12:20:28
@_discord_298277669269929985:t2bot.iowareya
moving the vertices along the chunk boundaries away from the chunk centre by an epsilon
this is basically the same as what I suggested earlier; it would work
12:20:32
@_discord_325534431756550144:t2bot.ioTauin the only thing i can think of is when you want the billboard to face the camera but not care about the z axis 12:22:50
@_discord_178356627139854347:t2bot.ioCMAugust#6575 The relevant issue: https://gitlab.com/OpenMW/openmw/-/issues/2366 12:25:26
@_discord_256885409026408449:t2bot.ioMaladjustedPlatypus#1938 How is that artificial whiteness added? Is it something that can be modified or masked to not be a whole ring? Just having a partial removal of the white ring makes the ripples considerably nicer https://www.shadertoy.com/view/ldfyzl 12:25:29
@_discord_298277669269929985:t2bot.iowareya the vec3(abs(rainRipple.w)) terms at the end of the shader 12:25:30
@_discord_298277669269929985:t2bot.iowareya yeah in theory i guess but it would be kind of awkward 12:31:28
@_discord_224202247469268993:t2bot.iovtastek I removed it immediately, i don't think anyone will miss it. 13:15:30
@_discord_240514126059798528:t2bot.ioFoal (Mads) Would love to see it finished. The lack of sky/weather shaders is blocking full GL_OVR_MultiView support. Is there a lot of work remaining on the MR? 14:01:03
@_discord_414058251299192832:t2bot.iowazabear_notabear#7403 Need to verify how morrowind does weather particle lighting, and there is still the bug with one of our stateupdaters which causes non-rain to flicker at start of transition. Latter isn't a blocker though as it's an existing bug. 14:29:57

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