View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0004041 | The Dark Mod | Coding | public | 17.01.2015 11:28 | 20.08.2016 11:20 |
Reporter | Assigned To | SteveL | |||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Platform | Win32 | OS | Windows | OS Version | 7 sp1 |
Product Version | TDM 2.02 | ||||
Target Version | TDM 2.04 | Fixed in Version | TDM 2.04 | ||
Summary | 0004041: Cubemap/EnvShot function broken: | ||||
Description | I have had a look but am having trouble following the wiki article - http://wiki.thedarkmod.com/index.php?title=Cube_maps and the article on the waybackmachine The issue is getting the images in the correct orientation, for example the WBM says the foreward image is basename_pz, but you look at the envshot image and its clearly not the forward facing image. What I am looking to do is place the player directly outside a window and then take an EnvShot, it would be great is if darkmod.exe took envshot in the correct orientation so the mapper dosent have to muck about trying to get them facing the right way, rotate or flip them. There dosent even seem to be any tools out there what will import your images to give me a preview, as I am convinced that TDM isnt taking EnvShots correctly. | ||||
Steps To Reproduce | In-game bring down the console and type envshot <name of loction, eg garden> <size of image shots , eg 1024> Then browse to \\darkmod\env\ and you find the 6 images. | ||||
Tags | No tags attached. | ||||
related to | 0004084 | new | Rendercrop -> viewport isn't right | |
related to | 0004085 | resolved | duzenko | Figure out a way to make envshot capture the skybox |
related to | 0003881 | resolved | nbohr1more | Create a new Light type "cubicLight" |
The info given by Angua in the wiki article [ http://wiki.thedarkmod.com/index.php?title=Cube_maps ] is correct. Envshot only works right if you have your screen set to 640x480. It's not enough to be using 3/4 aspect ratio: any bigger screen size results in the partial images that don't fit together. If you're using 640x480, the flips/rotations that she lists are correct. One thing that does work well is the system of tiling to produce high-res images. I took a cubemap at 4096x4096 resolution from my little 640x480 window, and the images are perfect. At that high res, you can see the scene being rendered in 100s of passes tile by tile in the 640x480 window. The skybox isn't rendered right at any resolution. The images are flipped and rotated, but the skybox is the same way up and facing the same way in all of them. |
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The skybox is messed up because it doesn't get drawn at all during the envshot. It appeared in my pics because I was using PortalSky, which uses the last _currentRender capture as a texture, and I had no water or anything else using _currentRender in my scene, so the skybox was left in there from the last normal frame that got drawn. Adding a bit of water to tyhe map messes it up nicely. So envshot is not compatible with portalSky either. I expect caulk sky would just come out black. |
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The view axes hard-coded in R_EnvShot_f were incorrect, which is why some images were coming out backwards or rotated. I've fixed them, and also changed the names so that the images can be used right away with no amendments. Envshot still requires you to be using 640x480 resolution when making cubemaps. But you can make them as high-quality as you like by specifying the size parameter. The reason you have to use 640x480 is a separate problem that also affects the skybox when the player is underwater and not using a 4x3 aspect ratio. I'll open a separate tracker for that. |
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Committed at rev 6471 /trunk/renderer/RenderSystem_init.cpp |
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Asked in the forum if we need to fix skybox in envshots. It would mean moving or somehow linking in the envshot implementation with game code so that it can use the logic in idPlayerView to draw the skybox correctly. The engine doesn't know anything about skyportals that mopve with the player's eyes, for example. That'll be a separate tracker if it's needed. | |
Added envshotGL at rev 6613. Restores the old functionality for cubicLight setup or other ARB\GL shaders that use traditional OpenGL cubemap orientations. |
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Thanks for sorting this one one fella! | |
Date Modified | Username | Field | Change |
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17.01.2015 11:28 |
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New Issue | |
17.01.2015 15:09 | SteveL | Assigned To | => SteveL |
17.01.2015 15:09 | SteveL | Status | new => assigned |
08.02.2015 04:15 | SteveL | Note Added: 0007412 | |
08.02.2015 05:11 | SteveL | Note Added: 0007413 | |
08.02.2015 05:12 | SteveL | Note Edited: 0007413 | |
08.02.2015 06:52 | SteveL | Note Added: 0007414 | |
08.02.2015 07:09 | SteveL | Note Added: 0007415 | |
08.02.2015 07:09 | SteveL | Note Edited: 0007415 | |
08.02.2015 07:18 | SteveL | Relationship added | related to 0004084 |
08.02.2015 09:00 | SteveL | Note Added: 0007416 | |
08.02.2015 09:00 | SteveL | Status | assigned => resolved |
08.02.2015 09:00 | SteveL | Fixed in Version | => TDM 2.04 |
08.02.2015 09:00 | SteveL | Resolution | open => fixed |
08.02.2015 09:00 | SteveL | Target Version | => TDM 2.04 |
08.02.2015 09:10 | SteveL | Relationship added | related to 0004085 |
09.08.2016 03:00 | nbohr1more | Relationship added | related to 0003881 |
20.08.2016 06:49 | nbohr1more | Note Added: 0008276 | |
20.08.2016 11:20 |
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Note Added: 0008278 |