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OpenGL display terrain and sky #44
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This is very cool work, thank you. :) |
I'm not really able to give much of a review, unfortunately. I never understood the code terribly well, and it's been a while since I last worked on it (if it's even the same codebase I'm thinking of). On a general level, I can say that the patches seem to be adding a good bit of dead code, which makes it hard to follow what it's doing and what it's supposed to do. It might help other people if you try to keep dead code to a minimum, and put comments describing what a piece of code should be doing and what's a temporary hack. |
@kcat yes, you are right. I plan on cleaning up the code and adding more commits. That's why I wrote a "Do not merge!" warning at the top :) This Pull Request is just so others can see what I'm doing. It's fairly complicated because he wrote his entire scanline renderer (impressive work tbh) and a lot of the core functions regarding the textures are embedded in it. I'll keep adding more~ |
Any more work? :) |
@y4my4my4m https://github.com/kcat/opendf <-- have a look here by the way, a more Daggerfall exclusive project. |
@psi29a unfortunately no... Thanks for the link to opendf, looks interesting! Originally, actually, I simply wanted to modernize Skynet/Terminator game, which apparently was the basis for the engine that Daggerfall used. |
Perhaps OpenDF can be leveraged to do both? It's just an 'engine replacement'. |
Thank you, i've tried to build it can't seem to. Seems promising though. |
It should work with OSG 3.2; not sure about OSG 3.4 or 3.6 I don't think it has been updated since then. Paging Dr. @kcat |
Do not merge, for your debug eyes only.
The code is in playground mode and cleaning is required.
Terrain
Terrain is being displayed, however each chunk has the same texture, it's not properly assigning the right texture to each polygon.
Texture flip doesn't work yet either, these were all manually done through the 8b/32b scanline.
Sky
Sky is all wrong, but it's prettier than white or pink. Basically I'm taking the pink color from the sky texture and making it blend with the clearbuffer. What really should be happening is that it should take the palette and color values and dynamically assign them to the textures...
The 8b/32b code is manually injecting the values during scanline process.
Hopefully this can help anyone fiddling around with this project.