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#18 Smooth Static Shadows in GL_Nearest

Next_Release
closed
nobody
opengl (5)
5
2011-05-08
2011-05-04
Enness
No

Okay, this is possibly a complicated idea. Essentially, I prefer to play most games without any filtering options - Low-res textures, when filtered, start to look blurry and this makes my eyes protest. I've been playing Hexen II with GL_Linear however, because the blocky shadows manage to bother me more than a bit of filtering does.

The request is to have a "smooth static shadows" option, so that map shadows are effectively filtered while textures remain unfiltered. I suspect this is possible, as I have noted that hitting shadowed areas with Lightbringer will display a smooth lit-up circle, even in GL_Nearest mode. Judging by the way static shadows are layered onto textures, I hope that this would be a possibility.

Discussion

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  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    It is amazing to find a player who enables the shadows.. And from time to time I think about removing the shadows functionality altogether because it is very much hacky and ugly, but oh well..
    I will look into this as time permits. In the meantime, if you really are playing with shadows enabled, make sure to enable stencil shadows too (use the menu entry, or use the cvar "gl_stencilshadow").

     
  • Enness
    Enness
    2011-05-07

    Static Shadows with GL_Linear

     
  • Enness
    Enness
    2011-05-07

    Static Shadows with GL_Nearest

     
  • Enness
    Enness
    2011-05-07

    Oh, but I don't like the dynamic shadows much either. :P

    For clarity, here's the screens (which I should've attached first, oops) of the same scene in the two filtering modes. See how the blockiness of the shadows get very noticable? While textures are a bit blocky too, they are so on a much smaller scale.

     
  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    Ah, I see, I clearly misunderstood. I should have noticed the 'static' in your sentences.

    In current code, texture filetrs are applied almost to all, but I can unconditionally set lightmaps' filter to GL_LINEAR. Would that be better?

     
  • Enness
    Enness
    2011-05-07

    That could work too, yes.

    Though I'm not sure if any players out there prefer Nearest shadows, either for appearance or performance, and would complain. Would it be largely impractical to have a toggled setting?

     
  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    Not sure whether adding a new setting is really worth.

    OK, I will look into this.

     
  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    test patch for lightmaps to always use GL_LINEAR

     
    Attachments
  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    test build for win64 (x64)

     
    Attachments
  • Ozkan Sezer
    Ozkan Sezer
    2011-05-07

    test build for win32 (x86)

     
    Attachments
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