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IDProjectCategoryView StatusLast Update
0005427The Dark ModGraphicspublic29.04.2021 12:00
ReporterSTiFU Assigned Tocabalistic  
PrioritynormalSeveritynormalReproducibilityN/A
Status assignedResolutionopen 
Product VersionTDM 2.08 
Target VersionTDM 2.10 
Summary0005427: Remove frob-highlight stages from materials
DescriptionCurrently, material stages are used to implement frob-highlight, which was a neccessity back when we didn't have access to the engine source-code.

This method has various drawbacks:
-Writing the frob-highlight stage is easily forgotten -> Errorprone
-Frob-Highlight stage can be incorrect -> Errorprone
-Obfuscates/clutters up material definition

Moving to a GLSL shader avoids these issues and also opens the door for different types of frob-Highlight, as the simple ambient increase also has its drawbacks (you cannot see the frob highlight well in strongly lit areas).
Additional InformationAfter moving frob highlight to GLSL, we should also remove the frob-highlight stage from all existing materials and change the wiki accordingly.
TagsNo tags attached.

Relationships

related to 0003122 closednbohr1more Add ambient and frobhighlight macros to the material parser 
related to 0004487 resolvedDragofer Plaster materials missing frob highlighting 
related to 0005428 new Add a different frob-highlight for loot objects to make them better distinguishable from junk 

Activities

nbohr1more

nbohr1more

30.11.2020 05:11

developer   ~0013050

If the current highlight behavior is retained during the move to GLSL, we should make sure that SSAO is multiplied
to the result. The current highlight overrides SSAO shading in most cases.
nbohr1more

nbohr1more

07.12.2020 18:25

developer   ~0013113

Last edited: 07.12.2020 21:43

View 2 revisions

Duzenko already did some work on this.

See the "r_newFrob" cvar and commits 8051, 8052

See also:

https://forums.thedarkmod.com/index.php?/topic/19915-208-new-frob-shader/
stgatilov

stgatilov

29.04.2021 12:00

administrator   ~0013933

Big burst of development (almost completely by Cabalistic):
  https://forums.thedarkmod.com/index.php?/topic/20878-new-frob-shader/

Frob-highlight outline was added in commits:
  r9290. Add Frob outline stage.
  r9291. Move gaussian blur shader to general utility shaders
  r9292. Migrate Bloom stage to fullscreen tri
  r9293. Migrate AO stage to fullscreen tri
I believe the first commit changes behavior, while all the rest are some refactoring.

For the development & testing period, the frob-outline is controlled by many cvars starting with "r_frobOutline".
Forum posts:
  https://forums.thedarkmod.com/index.php?/topic/20878-new-frob-shader/&do=findComment&comment=459046
  https://forums.thedarkmod.com/index.php?/topic/20878-new-frob-shader/&do=findComment&comment=459060

And one more minor commit:
  r9324. Frob outline is now full-white + disabled shader-based frob highlight.

Issue History

Date Modified Username Field Change
22.11.2020 11:24 STiFU New Issue
22.11.2020 12:08 STiFU Relationship added related to 0005428
30.11.2020 05:11 nbohr1more Note Added: 0013050
07.12.2020 18:25 nbohr1more Note Added: 0013113
07.12.2020 20:47 nbohr1more Relationship added related to 0003122
07.12.2020 21:43 nbohr1more Note Edited: 0013113 View Revisions
12.12.2020 04:37 stgatilov Target Version => TDM 2.10
19.01.2021 20:46 nbohr1more Relationship added related to 0004487
18.02.2021 15:42 stgatilov Assigned To => cabalistic
18.02.2021 15:42 stgatilov Status new => assigned
29.04.2021 11:52 stgatilov Summary Move Frob-Highlight to GLSL => Remove frob-highlight stages from materials
29.04.2021 12:00 stgatilov Note Added: 0013933