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Author Topic: wireframe  (Read 11993 times)

knackered

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wireframe
« on: February 26, 2012, 04:57:13 pm »

really impressed by the demo, shame the trees are still billboards, but otherwise really beautiful bit of work.
Noticed the shadow warping on the airport control tower, so you're not doing any kind of dynamic tessellation for the shadow map pass.
Once thing i'd really like is the option to toggle it into wireframe - is this possible?
thanks.
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knackered

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Re: wireframe
« Reply #1 on: February 26, 2012, 05:05:04 pm »

also, it'd be nice if you added support for some kind of smooth mouse movement mode, where you give the camera momentum - this would make it easier to judge the frame-to-frame consistency (WASD movement is very sudden, maybe you could scale it based on altitude).
Another feature that would be nice is support for the 3dconnexion space mice - perfect for navigating this kind of environment.
Obviously you'll be too busy for the foreseeable future sorting out the graphics glitches being reported here.
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cameni

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Re: wireframe
« Reply #2 on: February 27, 2012, 10:47:06 am »

There is a key for the wireframe display, but it's only enabled in our internal builds. We could enable it in the public builds too, when there's a flag set in the configuration file (in order not to confuse people who would accidentally hit it).
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cameni

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Re: wireframe
« Reply #3 on: February 28, 2012, 11:01:13 am »

So it looks the key is enabled - press 'n' to get wireframe overlay on the terrain.
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Oldtown

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Re: wireframe
« Reply #4 on: February 28, 2012, 11:28:33 am »

There is a key for the wireframe display, but it's only enabled in our internal builds. We could enable it in the public builds too, when there's a flag set in the configuration file (in order not to confuse people who would accidentally hit it).

I got this "accident" and was quite impressed how many polygons are rendered in one scene ...
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cameni

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Re: wireframe
« Reply #5 on: February 28, 2012, 11:41:20 am »

That's nothing. Press h when you are on the ground, and then climb up to see what insane amount of terrain is being rendered because of missing occlusion culling ::)
It makes one wonder why it runs as it does :D
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Oldtown

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Re: wireframe
« Reply #6 on: February 28, 2012, 01:01:45 pm »

Thats really fantastic ... hopefully this "bug" doesn' put a knife in the back of the engine in a further process of programming.
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