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Add support for rendering particles to the glow buffer #967

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merged 1 commit into from Dec 17, 2014

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@lukaspj
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lukaspj commented Nov 28, 2014

This seems like it was always meant to be there but was never fully implemented.

This lets you have glow in particles with the "glow" flag on the ParticleData.. Comes with full editor integration, yaay!

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crabmusket Nov 28, 2014

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Nice! I'll try it out soon.

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crabmusket commented Nov 28, 2014

Nice! I'll try it out soon.

@crabmusket crabmusket added this to the 3.7 milestone Nov 28, 2014

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Azaezel Nov 28, 2014

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had a couple instances of it breaking at

if ( ri->matInst->getStateHint() != nextRI->matInst->getStateHint() )
when editing while a pre-existing asset was in view with what would appear to be an invalid memory access error. (editing the fireemitter when in outpost).

also found corruption occurring when swapping missions. (losing the particle attached to the emitterdata ect as well as blend style being the two most prevalent).

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Azaezel commented Nov 28, 2014

had a couple instances of it breaking at

if ( ri->matInst->getStateHint() != nextRI->matInst->getStateHint() )
when editing while a pre-existing asset was in view with what would appear to be an invalid memory access error. (editing the fireemitter when in outpost).

also found corruption occurring when swapping missions. (losing the particle attached to the emitterdata ect as well as blend style being the two most prevalent).

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lukaspj Nov 28, 2014

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Fixed the issue mentioned by @Azaezel , one of my changes hadn't been included because it played hide-and-seek in another commit.

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lukaspj commented Nov 28, 2014

Fixed the issue mentioned by @Azaezel , one of my changes hadn't been included because it played hide-and-seek in another commit.

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lukaspj Nov 28, 2014

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#showoff images:
wispy

No glow / glow
comparison

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lukaspj commented Nov 28, 2014

#showoff images:
wispy

No glow / glow
comparison

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Azaezel Nov 29, 2014

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confirmed fix. looks like the dataloss is a seperate issue.

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Azaezel commented Nov 29, 2014

confirmed fix. looks like the dataloss is a seperate issue.

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lukaspj Nov 29, 2014

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Can you explain this data loss?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Brian Roberts" notifications@github.com
Sendt: ‎29-‎11-‎2014 01:21
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

confirmed fix. looks like the dataloss is a seperate issue.

Reply to this email directly or view it on GitHub.=

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lukaspj commented Nov 29, 2014

Can you explain this data loss?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Brian Roberts" notifications@github.com
Sendt: ‎29-‎11-‎2014 01:21
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

confirmed fix. looks like the dataloss is a seperate issue.

Reply to this email directly or view it on GitHub.=

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Azaezel Nov 29, 2014

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that just cropped up due to having an unsaved edit while swapping missions. minor enough issue it shouldn't come up in normal editing.

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Azaezel commented Nov 29, 2014

that just cropped up due to having an unsaved edit while swapping missions. minor enough issue it shouldn't come up in normal editing.

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Areloch Dec 2, 2014

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Seems to work fine for me.

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Areloch commented Dec 2, 2014

Seems to work fine for me.

@Areloch Areloch added the Final review label Dec 2, 2014

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So it appears to work, except for some reason it doesn't glow in the right half of my screen. Only the left half. Not sure if this is something going funny after all the OGL changes. I've merged into devhead in glow-particles; can anyone verify?

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crabmusket commented Dec 7, 2014

So it appears to work, except for some reason it doesn't glow in the right half of my screen. Only the left half. Not sure if this is something going funny after all the OGL changes. I've merged into devhead in glow-particles; can anyone verify?

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The rendering to the glowbuffer and to the backbuffer uses the same code.. Does this happen with all glowing objects or just particles?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Daniel Buckmaster" notifications@github.com
Sendt: ‎07-‎12-‎2014 08:01
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

So it appears to work, except for some reason it doesn't glow in the right half of my screen. Only the left half. Not sure if this is something going funny after all the OGL changes. I've merged into devhead in glow-particles; can anyone verify?

Reply to this email directly or view it on GitHub.=

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lukaspj commented Dec 7, 2014

The rendering to the glowbuffer and to the backbuffer uses the same code.. Does this happen with all glowing objects or just particles?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Daniel Buckmaster" notifications@github.com
Sendt: ‎07-‎12-‎2014 08:01
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

So it appears to work, except for some reason it doesn't glow in the right half of my screen. Only the left half. Not sure if this is something going funny after all the OGL changes. I've merged into devhead in glow-particles; can anyone verify?

Reply to this email directly or view it on GitHub.=

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crabmusket Dec 7, 2014

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Don't think I had any other glowing items in the mission, but HDR bloom was fine. If the glow-particles branch works for you then I'd be happy to call it done - it worked for Jeff. I'll launch a new PR from that branch, I guess.

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crabmusket commented Dec 7, 2014

Don't think I had any other glowing items in the mission, but HDR bloom was fine. If the glow-particles branch works for you then I'd be happy to call it done - it worked for Jeff. I'll launch a new PR from that branch, I guess.

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lukaspj Dec 7, 2014

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But I ran it without ogl, it might be related to that?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Daniel Buckmaster" notifications@github.com
Sendt: ‎07-‎12-‎2014 10:24
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

Don't think I had any other glowing items in the mission, but HDR bloom was fine. If the glow-particles branch works for you then I'd be happy to call it done - it worked for Jeff. I'll launch a new PR from that branch, I guess.

Reply to this email directly or view it on GitHub.=

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lukaspj commented Dec 7, 2014

But I ran it without ogl, it might be related to that?

Sincerely
Lukas Joergensen
WinterLeaf Entertainment L. L. C.

-----Oprindelig meddelelse-----
Fra: "Daniel Buckmaster" notifications@github.com
Sendt: ‎07-‎12-‎2014 10:24
Til: "GarageGames/Torque3D" Torque3D@noreply.github.com
Cc: "Lukas Joergensen" ljorgensen@winterleafentertainment.com
Emne: Re: [Torque3D] Add support for rendering particles to the glow buffer(#967)

Don't think I had any other glowing items in the mission, but HDR bloom was fine. If the glow-particles branch works for you then I'd be happy to call it done - it worked for Jeff. I'll launch a new PR from that branch, I guess.

Reply to this email directly or view it on GitHub.=

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crabmusket Dec 7, 2014

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I ran without OGL, but there were changes all through the engine to accommodate it. For example, I had to merge some code into renderParticle.

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crabmusket commented Dec 7, 2014

I ran without OGL, but there were changes all through the engine to accommodate it. For example, I had to merge some code into renderParticle.

@crabmusket crabmusket merged commit 30a8401 into GarageGames:development Dec 17, 2014

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