Vulkan support

For code related discussions and questions

Re: Vulkan support

Postby Vincent » 26 Sep 2017, 22:35

yes I was thinking about normal on terrain, I added them when implementing dynamic lighting. When Vulkan branch get merged I can start to import dynamic lighting related code again.

BTW there should be some appveyor generated installer for the vulkan branch soon.
Vincent
Trained
Trained
 
Posts: 103
Joined: 06 Aug 2016, 17:24

Re: Vulkan support

Postby Vincent » 02 Nov 2017, 00:24

MaNGusT wrote:As for the terrain, yeah, I think we could generate normals at load time and place all map's tris in one smooth group (no sharp edges). When I will get a test build whith these improvements, I can start to work on terrain normal maps.
When I was creating current diffuse textures for terrain, I did some experiments in editor with normal maps, looked awesome and was easy for me to edit them in a 2d software.


Do you have a normal map (in tangent space) for the terrain of the main map of campaign alpha ? Something crude, I need a map to check that everything works correctly.
Vincent
Trained
Trained
 
Posts: 103
Joined: 06 Aug 2016, 17:24

Re: Vulkan support

Postby MaNGusT » 02 Nov 2017, 21:39

Vincent wrote:Do you have a normal map (in tangent space) for the terrain of the main map of campaign alpha ? Something crude, I need a map to check that everything works correctly.
Hmm. I could make one, but I need to know directions of +-xyz(rgb). I could make a texture with a classic directions, btw. :hmm:
I think 1-2 textures will be enough for your tests.
Image
User avatar
MaNGusT
Art contributor
 
Posts: 951
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Vulkan support

Postby MaNGusT » 03 Nov 2017, 22:31

The 1st one. Just for your tests, not final.
Sorry, it's not that fast to create NM from diffuse maps that will look good enough.
I will make and upload two more textures later.
page-84-tiles-arizona-NM.png

It can be normalized to reduce the strangeness of a bump effect.
Image
User avatar
MaNGusT
Art contributor
 
Posts: 951
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Vulkan support

Postby MaNGusT » 05 Nov 2017, 16:01

terrain.png
Preview
terrain.png (859.9 KiB) Viewed 300 times

page-82-yellow-sand-arizona-NM.png
Image
User avatar
MaNGusT
Art contributor
 
Posts: 951
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Vulkan support

Postby moltengear » 07 Nov 2017, 18:02

it seems to me that it would be nice to create a 4th version of the pie format.
It would be nice if there was a numeric identifier, not just the name of the texture.
Does the texture need a full range of transparency? + normal vectors.
moltengear
Rookie
Rookie
 
Posts: 23
Joined: 22 Jul 2017, 15:05

Re: Vulkan support

Postby Vincent » 20 Nov 2017, 19:45

I'm a bit busy atm so I didn't make any progress but I'm still interested in the feature
Vincent
Trained
Trained
 
Posts: 103
Joined: 06 Aug 2016, 17:24

Previous

Return to Coding