Rafael Brune
Rafael Brune
Fixes #2329 based on "A Composite BRDF Model for Hazy Gloss" by P. Barla, R. Pacanowski and P. Vangorp Eurographics Symposium on Rendering 2018 https://hal.inria.fr/hal-01818666v2/document To implement the hazy gloss...
When using linear textures in an Bitmap as an input to e.g. a diffuse color the gamma override setting in the 3ds Max Bitmap dialog is ignored and an sRGB...
The screen->atoms[index].pData is filled up with wrong values in feScreensLoad(). Might be an error in the .64 files or the loading in feScreensLoad()
Rendering ships with MeshObjectRender() is still the performance bottleneck despite using buffers. The buffers are regenerated on every frame which is definitely far from ideal. Cache and reuse the buffers...
E.g. in the opening sequence the motherships engine flickers while it is still supposed to be off. Compare with this recording of the opening sequence: https://youtu.be/1pAK767FfvE?t=304
E.g. when starting a new single player campaign.
This does not happen in HomeworldSDL, I must have screwed something up. Maybe a gl clear/flush in the wrong moment.
Since I had to remove all multi-threading to get the engine work with emscripten multiplayer is probably completely broken even for native HomeworldSDL builds. On top of that the changes...
HiDPI displays (e.g. >= 4k) with high dpi scaling enabled causes the canvas to be not rendered at full native resolution. Hence the canvas content is upscaled and results in...