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Everything posted by blackrack
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So it looks like both the stock scaled space and terrain shaders support multiple light sources (overexposed for testing): The stock sky doesn't but for the scatterer sky we're already covered Looks like I have all the tools to get planetshine working. Only thing that is missing is making the light intensity vary with the phases of the moon/other light source. The issue is that I can't adjust the intensity of the light independently for planets lit by the same light. Also the light is assumed to be a point light for now, I will try changin it later to a spotlight so objects on the dark side of the reflecting moon don't get lit. I will check this out. I haven't tried to fix this yet but I believe this bug is related to the other ocean bug I just fixed, I believe both are caused by faulty mipmaps. I cannot replicate this bug on my machine but I will try to post other versions here for you guys to test.
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Can't you just feather the "banded" layer in photoshop or is there something else I'm missing?
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Laythe floating VTOL base (1.0.5+ remake)
blackrack replied to 1greywind's topic in KSP1 The Spacecraft Exchange
Beautiful. Now if only these things served a purpose in-game... -
For now I'm doing a depth buffer check for macro space, it's not really expensive by itself, but these depth buffer checks are adding up in all the shaders... That's more or less what raycasting does, but with simplified colliders for the sake of performance. In this case far-away mountains have colliders disabled.
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So I've ran into a big issue, I'm using raycasting to determine when to draw the sunglare and when to hide it, and it seems to work very well however the mountains in the distance don't seem to have any collliders (understandable for performance), which results in this: It's only later when the sun is hidden behind the nearby grass that it works: The stock sunglare deals with this by simply not dealing with it and always rendering behind everything: (disabled sky so you can see the flare better) That is wrong imo and makes shots like these a lot less interesting as the glare and the flares will appear to be behind the craft and won't really give the effect of looking into a strong light source: I could probably fix this by taking a look at the depth buffer but I would rather not for performance. Additionally since the flare is being rendered to the near camera, it can't access the native depth buffer of the far camera. This is not a problem in dx11 and opengl as I'm already using a custom depth buffer but in dx9 it would mean also having to use the custom depth buffer which is a bit slower than native. Any ideas?
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
That was 4 days ago though -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
I see which feature you're talking about and its already on my list The current rim settings are just to have different exposure on the edge of the atmosphere than on terrain (previously the rim used to be too dark compared to the rest of the planet) and also kill the extinction on the edge because it was causing a "halo" effect on the starfield/planets behind it. So these are different things but you're right the naming might be confusing. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
I like the first one a lot more, it feels so natural I wasn't sure it was KSP at first. Not sure about the issues you're getting though, I tested with EVE and everything seemed fine, perhaps something to do with RSS, I will check again.