help porting offlineLPV

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jay1ne
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by jay1ne » Thu Apr 23, 2015 8:43 pm
I'm looking for help porting OLPV to work with the deffered lighting verison of the T3D engine. The current setup up is plugged into the shading pipeline and I'm trying to port to the lighting which is what the current verison of T3D is based on..

The idea would be to get it ported so it can be tested and possibly added to the main repo. Ultimately becoming an out the box feature.

Currently it works well for the deferred shading pipeline and if the lighting verison works as good as the shading verison, then there isn't a reason why it shouldn't be added. IM me if interested.
LukasPJ
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by LukasPJ » Thu Apr 23, 2015 9:26 pm
Afaik, the offline LPV actually can't be included into the main repo because of copyright issues. Something that has been vividly discussed, and I don't think the author ( @
User avatar
andrewmac
) will allow the GG MIT header.

Tbh I support him in his position on the matter.
jay1ne
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Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 24, 2015 4:37 pm
Oh well.. Probably the reason why this community has dwindled to almost nothing and the engine is making small growth..Honestly I don't understand the position of creating a feature just to sit in cyber space never to be touched..i guess whatever floats ppls boats I guess...Its kind sad to see a engine that started off with so much potential fade because of things like this..oh well theres always other engines..
JeffR
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by JeffR » Fri Apr 24, 2015 5:27 pm
jay1ne wrote:Oh well.. Probably the reason why this community has dwindled to almost nothing and the engine is making small growth..Honestly I don't understand the position of creating a feature just to sit in cyber space never to be touched..i guess whatever floats ppls boats I guess...Its kind sad to see a engine that started off with so much potential fade because of things like this..oh well theres always other engines..



Actually, quite a lot of stuff IS going into the engine. It's not like no one is implementing new features or anything like that.

However, due to the current situation with the copyrights of the main repository, Andrew doesn't want the work he's done for the LPV stuff be integrated without a mention of his contributions to it. I don't recall if there was a final decision on addition attributions or not, but even if not, nothing stops someone from doing their own implementation of the same feature to be integrated officially.
jay1ne
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Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 24, 2015 6:09 pm
Yeah i know features are being added and that great, i was just venting earlier..
So the reason its not is over credit..wow...i remember when t3d was in the betas and there was a lot I mean alot of talented ppl that put things into the engine and they didn't complain about credit. On the flip side I wouldn't see if a person waiting to have their name credited why that would be an issue. Me personally if it was me i wouldn't care. The end result should be bringing attention to the engine...
Last edited by jay1ne on Fri Apr 24, 2015 7:46 pm, edited 2 times in total.
LukasPJ
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by LukasPJ » Fri Apr 24, 2015 7:38 pm
I think it's more a case of finding it an issue that GarageGames actually owns the copyright as much as it is wanting personal copyright. It can be quite annoying that you spend days on some feature and/or changes and then have a "GG owns this" stamp placed on it.

But porting it is still a good idea, then people can easily implement it into the engine by themselves.
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 24, 2015 7:43 pm
Agreed!!!

I see pros and cons..nonetheless it is T3D and the feature(s) are be written specifically for that engine so if the rights go to garagegames then really it shouldn't be an issue. Daniels walkabout im sure took many hour to create and his nav mesh editor the same but now navmesh is apart of the main branch, the pbs work az is doing. I haven't asked him but I'm guessing if it being developed for T3D that he wouldn't mind either..i don't know maybe i been apart of the community so long that I don't see the issue of them owning code specifically made for the engine...it's not like you can plugin the code in another engine and it works..ijs
Egos need to go in order for the engine to grow.
If the engine grows everyone benefits!!!
More games being developed = more attention = more ppl using the engine = more ppl work to implement items on the roadmap..
andrewmac
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by andrewmac » Fri Apr 24, 2015 9:07 pm
jay1ne wrote:Agreed!!!
Daniels walkabout im sure took many hour to create and his nav mesh editor the same but now navmesh is apart of the main branch


Recently, sure, but Daniel used to sell walkabout. I paid for it, I'm sure many did. He deserved the money, it's good work.

I'm not asking for money for my work (not to imply that's a negative thing), or any kind of compensation. I just want my name to remain on it, is that really asking so much?
jay1ne
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Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Fri Apr 24, 2015 9:28 pm
Nope i mentioned they should allow to..if im not mistaken the current lightning solution was created by a community members..so i agree thats the least they can do is allow an author's name to be on what they create. Nonetheless it's a feature specifically for this engine..on gg side they should allow it, if that's it..imo its a small thing to ask.
jay1ne
Posts: 34
Joined: Thu Feb 19, 2015 2:24 am
by jay1ne » Sat Apr 25, 2015 2:29 am
Update:
I restarted an attempt at porting to lighting..followed all the steps, regarding adding all the files and adding paths. During compiling I had a group of color values that kept giving me errors. I decide to comment them out and it built without any errors. It now starts the mission without freezing like it did my last attempt. The olpv icon shows up and the options are selectable. The only call stack error is point to reflections:

Code: Select all

ShaderData(OfflineLPVPropagatedShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $lpvData : register(S0)
ShaderData(OfflineLPVPropagatedShaderData): samplerNames[1] = "$" are diferent to sampler in shader: $prePassBuffer : register(S1)
ShaderData(OfflineLPVPropagatedShaderData) sampler $lpvData not defined
ShaderData(OfflineLPVPropagatedShaderData) sampler $prePassBuffer not defined
C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(51,22): warning X3206: 'mul': implicit truncation of vector type
C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(51,11): warning X3206: implicit truncation of vector type
C:/Torque/Torque 3D NXT - development-OC/My Projects/olpv_lighting_test01/game/shaders/common/offlineLPVReflectP.hlsl(70,15): warning X3553: can't use gradient instructions in loops with break, forcing loop to unroll
ShaderData(OfflineLPVReflectShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $lpvData : register(S0)
ShaderData(OfflineLPVReflectShaderData): samplerNames[2] = "$" are diferent to sampler in shader: $matInfoBuffer : register(S2)
ShaderData(OfflineLPVReflectShaderData): samplerNames[1] = "$" are diferent to sampler in shader: $prePassBuffer : register(S1)
ShaderData(OfflineLPVReflectShaderData) sampler $lpvData not defined
ShaderData(OfflineLPVReflectShaderData) sampler $matInfoBuffer not defined
ShaderData(OfflineLPVReflectShaderData) sampler $prePassBuffer not defined


Any help would be appreciated!!
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