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From: Stuart B. <stu...@gm...> - 2012-11-19 10:04:14
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On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote: > - hires world scenery > -> no idea, but doesn't seem to be coming any time soon... Could someone point me at the current status of this please? I know there was some group discussion and an IRC chat session a couple of months ago. - rain bug > -> that still persists, rain is broken in Advanced Weather since currently > setting the rain norm doesn't necessarily generate rain as the underlying > system tries to be smart and parses the cloud layer altitude of Basic > Weather - which is zero in Advanced Weather. Can anyone help here? I think > this can be fixed before the release. > I'll take a look at this - it's been on my TODO list for a while. I vaguely recall that we already have a property to disable some other weather logic that might be appropriate to key off. If you happen to know what it is, it'll save me some searching. > * rendering-related > 'Make effects work across different rendering schemes, support atmospheric > light scattering in Rembrandt' > Personally I'd really like to see the rendering systems unified, even though I don't have enough GPU to run them both together (or indeed Rembrandt with shadows). It's just make for a more consistent experience. > - atmospheric light scattering in Rembrandt > -> I haven't been looking much into Rembrandt, since it turns out too slow > on my current computer. Last Friday I got myself a new Qosmio X870 - if any > currently existing laptop can run Advanced Weather, Rembrandt and > Atmospheric Light Scattering together, than probably it's that one or a > similar model. So I have now the means to attack the problem. > That's excellent news. I had a look at this a couple of weeks ago but didn't get anywhere significant as I didn't know whether the atmospheric scattering should be added to the fog pass or not. > On a personal note though, admittedly I get increasingly tired after more > than a year of shader work, and I would like to do so many other things, > like tinker a bit with the weather and do more regional texturing schemes, > it's just so frustrating to ask questions, read stuff, try to figure out > how things are done to run right into another unexpected roadblock like the > z-Buffer issue for clouds and the terrain, or the near/far camera problem > and watch another week of work go down the drain again. Or to sit a week > trying to optimize shader code to hear offhand comments like 'this really > needs to be optimized, since it runs so slow and on my computer I can run > <insert name of 3d game here> without problems, so it can't be my > hardware'. So I don't know how much longer I will be working on rendering > schemes. > I can appreciate that - and indeed find that taking a break to work on another project often helps. Of course, I then get sucked back in by "I wonder if..." > All in all, for my part it seems rather a 2.10 than a 3.0 - some of the > things which I'd like to see in 3.0 are done, but the majority isn't yet. > +1 -Stuart |