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Author Topic: Improved GLSL Lighting  (Read 2666 times)

Steve

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Improved GLSL Lighting
« on: September 10, 2014, 10:34:34 pm »

As of build 1103, GLSL shaders support all 3 light types (directional, local, spotlight) and up to 8 lights.
« Last Edit: September 10, 2014, 10:37:38 pm by Steve »
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cooldude234

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Re: Improved GLSL Lighting
« Reply #1 on: September 10, 2014, 10:40:38 pm »

DANG that looks nice :P

I've got to step up my game, steve's editor preview is looking better than my game engine :P
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Steve

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Re: Improved GLSL Lighting
« Reply #2 on: September 10, 2014, 10:45:50 pm »

Thanks, but I doubt that's true. With some luck I'll have some kind or shadows in the near future :-)
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thecolclough

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Re: Improved GLSL Lighting
« Reply #3 on: September 11, 2014, 01:06:13 pm »

With some luck I'll have some kind or shadows in the near future :-)
does this, by any chance, have any impact on how fast a render can be done with shadows enabled, or is it solely for the working views?
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Steve

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Re: Improved GLSL Lighting
« Reply #4 on: September 11, 2014, 09:13:50 pm »

It will work for the working views and when you use the OpenGL renderer, but not the other renderers. However I have things planned to speed those up as well.
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cooldude234

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Re: Improved GLSL Lighting
« Reply #5 on: September 11, 2014, 09:56:17 pm »

Thanks, but I doubt that's true
I'm pretty sure it is lol, I haven't done much to work on the graphics portion of my engine. I've been spending a lot of time with under the hood type of stuff (pun intended :D)

But totally looking forward to opengl shadows, would make positioning lights soooo much better.
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thecolclough

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Re: Improved GLSL Lighting
« Reply #6 on: September 12, 2014, 05:33:52 pm »

...the other renderers. However I have things planned to speed those up as well.
that sounds like good news to me 8)
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cooldude234

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Re: Improved GLSL Lighting
« Reply #7 on: September 13, 2014, 08:26:59 pm »

So originally I was going to complain, but then I realized I was on the wrong build :P
With all these updates coming out so fast it's getting hard to keep track of my files  ::)

But I do have a question now that I have tried the proper build :P Mainly I want to know if you are planning on making the opengl renderer look as close to the final renderers as much as possible; knowing that both scanline and artray have different looking lighting I just want to know if you could preview in opengl to look as close to one or the other (kinda like a fine tuning preset to tweak the general properties of the opengl lights to match the finalrenders closely).
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Steve

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Re: Improved GLSL Lighting
« Reply #8 on: September 13, 2014, 09:47:12 pm »

I will be improving the GLSL code to make it match the scanline and ray traced outputs.  Of course the ray traced output will always do better refractions, reflections, etc.
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Steve

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Re: Improved GLSL Lighting
« Reply #9 on: October 02, 2014, 09:42:19 pm »

Build 1112's GLSL spotlights no longer show a hard edge for softer settings:


« Last Edit: October 02, 2014, 09:45:49 pm by Steve »
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