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chuck_starchaser
SecretOps
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Joined: 21 Jun 2007
Posts: 6291
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DDS cube-maps!!!

DDS cubemaps are uploading now to svn. They have a .cube extension. I took out the Tarsus for a quick stroll.
What's still missing, that Klauss is working on, is LOD bias control (blurriness of reflections) by material gloss;
so right now everything looks totally glossy.
But anyhow, the glass bubble on the mining base is made of glass or something like glass, which is supposed
to be glossy; and look how much better the reflections look on it, with cubemaps instead of spheremaps...
Click on the image for full rez.



So, the dds cubemaps are in, but the engine code and shaders not yet.
The one HUGE problem I see is that we can't commit the shaders without a new Windows binary...
Can we?
I'll have to upload a modified high end shader with a new name, I guess.

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gorbalad
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Joined: 17 Mar 2008
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Location: Vienna, Austria Timezone: GMT+1 in winter, +2 in summer
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wow, the glass looks really good. but are the other structures supposed to be that reflective as well?

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chuck_starchaser
SecretOps
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No; as I said; that's what Klauss is working on now.
but are the other structures supposed to be that reflective as well?
Reflective? yes;
Glossy? no.
What looks right, right now, is the glossy glass

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gorbalad
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ah, I see.

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chuck_starchaser
SecretOps
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What I wanted to show off is not so much the material characterization, which is broken; but
the quality of the reflections. Before they were pixelated and artifactful and low quality; now
they show lots of resolution ("texture"), and a fairly even pixel stride.

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