Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Posts: 1054
Joined: 22 Sep 2006, 10:31
Location: Polar region, Russia

Re: Models by Jorzi (AR)

Post by MaNGusT » 19 Jan 2020, 15:44

Jorzi wrote:
12 Jan 2020, 19:26
As you can see, I also set the alpha threshold to 0.5, because it eliminates any colourbleed along alpha edges, and I find it looks better overall
Can you show what you mean? I don't see any difference :(

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Re: Models by Jorzi (AR)

Post by pastdue » 19 Jan 2020, 17:12

MaNGusT wrote:
05 Jan 2020, 01:44
Jorzi wrote:
05 Jan 2020, 01:23
It works :DNormals and tangents also seem to be exactly as in blender, perfect :)
In wz it works perfectly too. I don't know why they decided to wait 3.4.0 for such update. Non of us are familiar with vulkan code so it will take ages to rewrite it from ogl. I hope they will change their decision and release it for 3.3.* and then we could switch our workflow for a fastest way. :-)
Jorzi wrote:
05 Jan 2020, 15:53
Personally I don't see the vulkan API as that necessary for modernizing the graphics. I thought the main reason for switching to Vulkan was that we have developers who are enthusiastic about the new api and that it would make development easier? The previous decision to switch to opengl ES seemed more logical to me, since we want compatibility with as much hardware as possible.
The goal is to support multiple graphics backends, for as wide support / compatibility as possible.

So we'll actually be supporting:
  • OpenGL
    • OpenGL 3.0+ Core Profile (default), OpenGL 2.1 Compatibility Profile
    • OpenGL ES 3.0 / 2.0
  • Vulkan 1.0+
Which also gets us:
  • DirectX (via LibANGLE) on Windows (OpenGLES -> DirectX)
  • Metal (via MoltenVK) on macOS (Vulkan -> Metal)
for "free"

MaNGusT wrote:
05 Jan 2020, 19:45
Jorzi wrote:
05 Jan 2020, 15:53
Personally I don't see the vulkan API as that necessary for modernizing the graphics.
as far as I understand, they want multi api support for wz but it will still require some code changes to optional normals directive. Also, I don't know who will fix that since I-Nod is not a graphical engine developer, it took some time to google and write necessary code for right "tangents". Hundreds of holywars about how it should look like, inverted Y channel that can't fix and other good stuff XD

My thoughts are that we need this normals directive today not tomorrow and I absolutely don't care on what api it will work. I just want to create models with standard technique(without limitations) and put it to mod. :)
The good news is that the multi api PR now includes the optional per-vertex normals support! 8) (With huge thanks to MaNGusT who helped track down some issues impacting the Vulkan backend.)

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