Results 1 to 10 of 34

Thread: Brtech1

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Yet again new BRTECH1 preview tech demo video

    The here new model lighting implementation is based on light-grid-voxel-based per pixel lighting on the GPU with a OpenGL 3D texture with light ambient color, light diffuse color and light direction normal (X&Y in each texel alpha channel, Z will reconstructed inside the GLSL shader code) per two RGBA8 texels/voxels.

    It loads QuakeLive maps directly from the original app data data path of the legal-installed QuakeLive browser plugin installation on-the-fly for private engine-development-test purposes.

    QuakeLive map toxicity:
    Last edited by BeRo; 26-04-2013 at 12:32 AM. Reason: Youtube video link corrected

  2. #2
    PGD Staff / News Reporter phibermon's Avatar
    Join Date
    Sep 2009
    Location
    England
    Posts
    524
    looking awesome as usual! what are your plans for BRTECH2? have you looked at supporting doom3 / quake4 maps? I'm guessing they're still a BSP structure in principal. I think you have to support LWO models or somthing (can't remember exactly what I read)
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  3. #3
    Quote Originally Posted by phibermon View Post
    looking awesome as usual! what are your plans for BRTECH2? have you looked at supporting doom3 / quake4 maps? I'm guessing they're still a BSP structure in principal. I think you have to support LWO models or somthing (can't remember exactly what I read)
    BRTECH1 does support the most visual features from idtech4 already, since BRTECH1 can load already (Darkplaces-Engine-based) Nexuiz/Xonotic Maps with deluxe maps (see http://www.youtube.com/watch?v=nubjG-3Nrpg http://www.youtube.com/watch?v=Sa_9cwVnKd8 and http://www.youtube.com/watch?v=XLscohdw3X4 ), with extended material shader definitions for bump mapping, parallax mapping and relief mapping and with other known-from-idtech4 features.

    And BRTECH2 will be maybe totally different then, but I'm not sure here yet.

  4. #4

  5. #5
    First test of the new yet slightly buggy light-pre-pass (a ka deferred lighting) render implementation including deferred shadowing. The GBuffer layout is at the moment:

    RT0 (RGBA: r=normal-spheremap-x g=normal-spheremap-y ba=specularpower (the normal is stored in a spheremap transformed format, so normal-z can and will be reconstructed correctly from this transformatiion again, and the specular power is stored as a 16-bit (8.8bit) fixed point value)
    RT1 (R32F): linear depth (for viewspace&worldspace position reconstruction later in other shaders)

    Light prepass rendering is a really good and mostly easy to implement extension for a already modular and object oriented forward rendering render implementation, for to have the most benefits of the good known deferred shading idea as well, without the whole transparency problems of a plain deferred shading render.

    And the shown maps in this video are reflux and rebound from QuakeLive.


  6. #6
    nice
    i think my lame gbuffer implementation uses 3 or 4 textures
    btw packing stuff into less textures boosts fps or only saves up memory?
    Last edited by laggyluk; 20-05-2013 at 02:35 PM.

  7. #7
    Quote Originally Posted by laggyluk View Post
    btw packing stuff into less textures boosts fps or only saves up memory?
    Both, but the performance improvements depends on the graphic card and is different from graphic card to graphic card.

    More important is the pixel format of these GBuffer render-to-texture FBO textures for older graphic cards without good&fast support for floating point textures.

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •