BMagnu

Results 38 comments of BMagnu

> However I think it would also be a good idea, if not a requirement, to be able to specify a mod with these functions That should absolutely be the...

This is due to the console reattach shenanigans we do here: https://github.com/scp-fs2open/fs2open.github.com/blob/6cebcfc9ac6b5556f96de7b59b1ae1bd40897f8e/freespace2/freespace.cpp#L7655-L7669 In fact, if I set this "FSO_KEEP_STDOUT" EnvVar, I can pipe these to a file: ``cmd /V /C...

> How did you determine that floating point inaccuracies are the cause for the visual artifacts? That it's floating point issues is more the conjecture that we still need to...

Converted to draft to investigate if the cockpit pass might now need to happen before show_ship to avoid the deferred render pass to badly overlay over the external ship.

Found the issue: Turns out that after the first deferred lighting pass, all subsequent passes will need _all_ their deferred buffers cleared and not only the base color buffer, as...

> I looked through the code again and it seems like all lighting computations are done in view space. Since the cockpit is already rendered relative to the eye point...

> view matrix has no offset so effectively the cockpit is rendered "relative" to the eye point. This is exactly the point, why cockpits are different from normal objects. Normal...

Okay, after lots of tinkering and testing: While you _can_ get deferred lighting to work this way, it will not work in conjunction with shadows. This is because, for the...

Just to comment on this again: Yes, it is theoretically possible to do it the way you suggest, but needs a considerable overhaul of how shadows currently work, plus a...

And in my humble opinion, the added maintenance overhead is a fraction of the additional complexity we'd occur by having to add a new mask for the cockpit if we'd...