Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs
I had not really considered the option of keeping two rendering paths for models, one for PIE2(/3) and one for a newer format. It is an interesting idea, since it will keep compatibility with pieslicer and older works. However, none of the difficult issues are solved this way. The biggest issue is how to implement all the hacks that is currently used, like stretching defensive structures to the map, without killing performance. The only way I see is to use vertex shaders, and that requires OpenGL 2.0. - Per Well, I'm not talking about such major changes, for now :) For the first step I want to enable full FP support. The floating point support is a bit abstracted from stretching, I'm can't even see how 3d format is related to such hacks... Btw, I recall smth about 'deep' (whatever the word should be) placement for defenses. If the problem is with building preview in GUI why can't we use user clip plane to solve the issue? Shaders will work, but we can provide FF fallback for this... ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs
Perhaps I should say something more about my plans. I realized a while ago that moving over to WZM all at once would be really difficult, due to the incredibly complicated model drawing system in Warzone. So I began upgrading PIE models and drawing code simultaneously bit by bit. Removing support for the face full flag was the first step. PIE3 was the next, basically just a way to define what parts of the old PIE format that is currently supported. Then I removed all duplicate vertices in existing models. I'm totally agree with a step-by-step methods, it's just we shouldn't force all old/new models to comply with the development version of PIE/whatever new model, if only for testing purposes... To be done: - precalculate the tex coords used for frame animation and team colours. Umm.. Could you clarify a bit, please. Is this related to uv coords PREcalculation for usage pie_Draw3DShape2() ? I assume we shouldn't worry about team colours(tc) anymore, right? Let the old code for PIE2 tc be there without changes, and when we'll enough new art the problem will be solved by itself. - tessellate all non-triangle polygons in existing models, and remove support for them (planned as PIE4) This would be done in exporter program/script, correct? - add clipping to in-game structure menu to cut off z-direction less than zero polygons - add art rework of all defensive bases so that they plunge through the ground As I understand that should solve stretching issues without involving shaders. And I saw some art for this already exists... And probably some things I've forgotten. At the current rate these plans will be finished (if done by me) at the same time to world ends in 2012 (if that movie is to be believed). Looking back, I'd say you're an optimist :) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs
On Sat, Mar 13, 2010 at 5:05 PM, i-NoD i-...@yandex.com wrote: To be done: - precalculate the tex coords used for frame animation and team colours. Umm.. Could you clarify a bit, please. Is this related to uv coords PREcalculation for usage pie_Draw3DShape2() ? Yes. I assume we shouldn't worry about team colours(tc) anymore, right? Let the old code for PIE2 tc be there without changes, and when we'll enough new art the problem will be solved by itself. Sounds like a plan. - tessellate all non-triangle polygons in existing models, and remove support for them (planned as PIE4) This would be done in exporter program/script, correct? Yes, I plan to extend simplipie to do this. There is already support for it in the pie2wzm converter. - add clipping to in-game structure menu to cut off z-direction less than zero polygons - add art rework of all defensive bases so that they plunge through the ground As I understand that should solve stretching issues without involving shaders. And I saw some art for this already exists... Yes. I plan to use a clipping plane to cut the base away for display in GUI. Again, I am not actively working on any of these at the moment, nor plan to any time soon, so feel free to take over. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev