Plan for Jeff "Reno" Raab
by Jeff Raab · 09/24/2005 (1:20 am) · 6 comments
Well, after a lovely run in with a few problems, we have manged to get our Fixed Function Dynamic Range Lighting implementation closer to completion.
here's a beutiful shot of it compared next to standard Torquq lighting.

Currently, this is still runnig through a fixed apature system, but you can see how it now shows a *far* wider range of colors, ranging for overbright, to underexposed, like the shadows on the terrain(credit for that peice of brilliance goes soley to Del ;) )
All that's left is to finish up and polish off the dynamic apature adjustment code itself, and our DRL code will be close to completion.
why am i calling it the DRL code?
it stands for "Dynamic Range Lighting"
While it simulates the general effect of HDR, as several have pointed out, it doesnt truely "over/under expose" the lighting, or use floating point surfaces, so we opted for a name that was generally the same as HDR, but at the same time, was true to what it was. So we're using Dynamic Range Lighting.
hope you enjoy your pretty picture. We're working on a few more snazzy things to drop on this yet, so you havent seen everything ;)
-Reno out.
here's a beutiful shot of it compared next to standard Torquq lighting.

Currently, this is still runnig through a fixed apature system, but you can see how it now shows a *far* wider range of colors, ranging for overbright, to underexposed, like the shadows on the terrain(credit for that peice of brilliance goes soley to Del ;) )
All that's left is to finish up and polish off the dynamic apature adjustment code itself, and our DRL code will be close to completion.
why am i calling it the DRL code?
it stands for "Dynamic Range Lighting"
While it simulates the general effect of HDR, as several have pointed out, it doesnt truely "over/under expose" the lighting, or use floating point surfaces, so we opted for a name that was generally the same as HDR, but at the same time, was true to what it was. So we're using Dynamic Range Lighting.
hope you enjoy your pretty picture. We're working on a few more snazzy things to drop on this yet, so you havent seen everything ;)
-Reno out.
About the author
#2
On the plus side, it works on any card you care to run it on, and doesn't really add much overhead. We're rendering ~6 full screen quads. Maybe up to 10 if you're scalar is a tad up there. In a worst case scenario, where you have a scalar of 20 and a bias of -16 (it actually works, trust me), then you'll render around 15 full screen quads. Handy little algorithm.
09/24/2005 (1:37 am)
OGL sucks. At least the documentation does. Did you know that when you have GL_COLOR_LOGIC_OP enabled on a card that supports blend equations besides GL_ADD, it decides that you want the logic op to be your blend equation? Totally borks things. You have to disable the logic op before blending. Took a while to figure that one out. Why couldn't they have just put that in the documentation somewhere? My theory is that glLogicOp is just unloved, even though you can use it to do subtractive blending on cards that don't support subtractive blending (and if you're really into creative uses, glLogicOp can be used to aid a per-pixel collision method run entirely on the GPU).On the plus side, it works on any card you care to run it on, and doesn't really add much overhead. We're rendering ~6 full screen quads. Maybe up to 10 if you're scalar is a tad up there. In a worst case scenario, where you have a scalar of 20 and a bias of -16 (it actually works, trust me), then you'll render around 15 full screen quads. Handy little algorithm.
#3
we havent fixed the interior/water lighting yet, but it's on the to do list.
again, still a fixed range:






Hope you enjoy ;)
09/24/2005 (2:47 am)
welp, i dropped day night in for some more DRL sexyness.we havent fixed the interior/water lighting yet, but it's on the to do list.
again, still a fixed range:






Hope you enjoy ;)
#4
09/24/2005 (10:33 am)
This is very exciting. I can't wait unti it's made avialable...
#5
Edit: Can we see how it looks on interiors?! =D?
09/24/2005 (12:16 pm)
Wow, that looks very good, where do i sign. Will it be avaliable for TSE?Edit: Can we see how it looks on interiors?! =D?
#6
Talk to mittens for a real HDR implementation in TSE, not our uber cheap post-render filter hack. This was designed solely so it would work in fixed-function on older cards. TSE does not work on fixed function cards. Therefore, there is no reason to take a method designed around fixed function and apply it to a shader engine. Shaders are your friends, use them when you can.
And day/night doesn't work on interiors right now, but here is the core stuff on an interior. Again, it's just a post-render filter, so it applies equally to all things.
09/24/2005 (12:31 pm)
@Chris, and everyone realllyTalk to mittens for a real HDR implementation in TSE, not our uber cheap post-render filter hack. This was designed solely so it would work in fixed-function on older cards. TSE does not work on fixed function cards. Therefore, there is no reason to take a method designed around fixed function and apply it to a shader engine. Shaders are your friends, use them when you can.
And day/night doesn't work on interiors right now, but here is the core stuff on an interior. Again, it's just a post-render filter, so it applies equally to all things.

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