-
Notifications
You must be signed in to change notification settings - Fork 637
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Request: Port software water effect to OpenGL renderer. #2165
Comments
Check out the latest BETA and this #1650 |
I absolutely agree, and there are apparently explosion effects in the software renderer that aren't available in OpenGL too. |
@djdallmann did they do anything about the water ripple effect in the latest beta though? |
I checked, the beta fixes texture scaling but the water effects are the unchanged. |
The texture scaling was doable in a short amount of free time. The ripple effect needs some more hacks on the engine: either copy the software drawn ripple texture to hardware and render that or use pixel shaders (OpenGL 2.0). |
I second this big time, it would be amazing to see this, plus working gl_overbright, and so the original and faithful vision of the game would be preserved :) (except very minor details) |
Not sure if this is considered necrobumping this, but it would be nice to port that water effect over to OpenGL (as well as figure out how it's done). |
It's pretty easy to implement with just reuploading the texture https://github.com/FWGS/xash3d-fwgs/blob/master/ref/gl/gl_warp.c#L857-L1045 (see the end of file) And performance drop seem to be negligible enough. |
I second this, the OpenGL water effect is inferior to software. |
I third this |
I fourth this |
The water effect used in the software renderer looks arguably better than the OpenGL alternative (examples here: https://twitter.com/joewintergreen/status/1066947983730663424)
Of course it depends on how this effect is coded, and I'm aware that it might not be possible.
The text was updated successfully, but these errors were encountered: