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Community effort to maintain and improve Jedi Academy + Jedi Outcast released by Raven Software

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As the glow surfaces are drawn into a second color attachment, they are rendered independent of any fog. This results in surfaces with glow being visible through any fog.

bug

Hey Xycaleth! Do you plan to merge rend2 renderer into openjk in the future?

This is continuation of my previous failed experiments with AO. I rewrote ssao.glsl completely, it looks good IMO. Issues: - AO affects player models a bit. (TBH this is present...

Need to implement for vanilla parity. Should be able to do a better job than the vanilla renderer, which doesn't attempt to use the vis nodes.

vanilla parity

Something like this? ![Volumetric lighting in fog](http://www.telegraph.co.uk/content/dam/motoring2/2015/12/09/11-headlights-in-fog-alamy-large_trans++rWYeUU_H0zBKyvljOo6zlkYMapKPjdhyLnv9ax6_too.jpg)

enhancement

Images that are not power of two do work in rend2. Should we keep this since its not supported in vanilla? You were the one who wanted to leave that...

bug
question

It would be nice to be able to procedurally generate the sky with correct atmospheric scattering. This could be controlled by a new .mtr keyword.

enhancement

Rend2 currently doesn't work in SP. Some investigation + work needs to be done to make it work.

enhancement

There are a lot of cases where uniform data is bound multiple times to multiple shaders using `glUniformXXX`. Each driver call incur some cost. We can eliminate a large number...

enhancement

To reduce driver overhead, we can reduce the number of calls to `glVertexAttribPointer` and co. Ahead of time, any model will know what format their vertex data is stored in....

enhancement