Juest | Agatha: how come? | 02:40 |
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blast007 | Juest: how come we don't have shaders? or how come shaders are needed for normal mapping? | 02:43 |
Juest | i see contradictory statements about shaders being in bzflag | 02:44 |
blast007 | there are forks that use shaders, but there aren't shaders in the official releases | 02:44 |
Juest | okay | 02:44 |
Juest | i see now what macsforme meant then, was referring to the implementing shaders idea | 02:45 |
blast007 | technically, 2.99.x could use shaders, but I don't know if that was possible without using a lua script | 02:45 |
Juest | ah yes, the mighty 2.99.x | 02:45 |
blast007 | mighty buggy | 02:46 |
Juest | lol | 02:46 |
Juest | how its going blast007 ? | 02:47 |
blast007 | pretty good | 02:47 |
Juest | nice | 02:48 |
Juest | a bit demotivated since this evening | 02:48 |
Juest | unmotivated* | 02:48 |
SpringTank | oi! Cheer up. We've all been waiting for 2.99.x since forever. | 03:44 |
SpringTank | Wait, that's no reason to cheer up... | 03:44 |
SpringTank | But do it anyways! | 03:44 |
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Agatha | I would certainly like to see shaders. I think it implies at least GL 2.1, which I'm not sure doesn't exceed bz's minimum system requirements. OTOH I doubt contexts lower than 2.1 can even be tested correctly, given that 3.3 is ubiquitous and current is 4.6. | 05:27 |
Agatha | Anyway, rewriting all rendering to 2.1+ shaders would be a major undertaking. Once it's done, though, normalmapping would be fairly straightforward. | 05:29 |
Agatha | Now that I think about it, how is the per-pixel lighting of e.g. a shot traveling on a flat surface accomplished in current bz? | 05:30 |
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blast007 | Agatha: earlier it was mentioned that BZ uses per-vertex lighting, but generates additional vertices when a shot is nearby, at least for some object types. | 11:39 |
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blast007 | macsforme: when you have time, could you document the current problems with signing the mac build on either issue #286 or in a separate issue? | 12:23 |
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Juest | blast007: could you add the rogue skin not applying issue i opened to the 2.6 project? i didnt know you can make issues assigned to it by clicking new issue on the project | 14:15 |
Juest | oops i forgot the "please" | 14:16 |
Agatha | blast007: My sanity check says that cannot be the full story. There'd have to be a gazillion new vertices added to make the lighting smooth, let alone smooth in motion. There can also be a lot of shots. Moreover, from what I've seen of the code, the primitive objects are just primitives, with no special render-if-near-shot functionality . . . | 16:56 |
blast007 | Agatha: I'll take a video of it later. | 17:33 |
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tupone | Agatha: you should have a look at BackgroundRenderer::drawGroundReceivers | 21:08 |
tupone | it is still not per pixel but a very good appx | 21:09 |
tupone | and if you want see shader in action you can build from https://github.com/atupone/bzflag/tree/GL2.0 | 21:10 |
tupone | Just emulating the fixed pipeline with shader and adding per pixel lighting | 21:10 |
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blast007 | Agatha: https://static.bzexcess.com/videos/bzflag_lightning.mp4 | 23:23 |
blast007 | doesn't work for mesh objects. didn't check how it behaves for the other 2.0 map objects. | 23:23 |
blast007 | whoops, spelled it lightning instead of lighting :) | 23:25 |
blast007 | we should add lightning strikes as an environmental hazard | 23:26 |
SpringTank | could add a /smite command | 23:33 |
SpringTank | I think Agatha and I worked on a plugin that did that at one point that used a Laser shooting from the sky onto a player. | 23:33 |
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