Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
 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... 


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Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread i-NoD
 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 :) 


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Re: [warzone2100-dev] [Warzone 2100 Trac] #1678: Floatingpointsupport for texture coordinates in PIEs

2010-03-13 Thread Per Inge Mathisen
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

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