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OpenGl in exult (request)
Posted: Wed Jun 11, 2003 12:43 am
by Kabal10
I do not know if anyone mentioned it before but it would be a good idea to implement opengl in future exult releses.I do not know if implementing opengl would be easy or very difficult (so worthles in terms of rewritng all engine code). If you could add opengl in next releses i would be happy.
Keep up the good work.
Re: OpenGl in exult (request)
Posted: Wed Jun 11, 2003 12:46 am
by wjp
Do you have any specific reasons for wanting opengl support?
There's already some experimental opengl rendering code in Exult, btw, but it's not very stable currently.
Re: OpenGl in exult (request)
Posted: Wed Jun 11, 2003 1:45 am
by Gerry
I also believe OpenGL is disabled in the latest release, or can you still enable it using the config file?
NB: I too would like to have OpenGL. It made rendering blisteringly fast on my laptop.
Re: OpenGl in exult (request)
Posted: Wed Jun 11, 2003 8:21 am
by dag
since the scalers are quite cool (especially the new scale2x!!), exult does
not look as "blocky" on larger screens as it did once. so maybe the opengl
texture filtering capabilities are not needed at all any more.
but it may offer a significant speed improvement on low end systems
with higher resolutions.
i think, speed is not an issue on actual systems, since i could run exult with
800x600x2 with any scaler "flawlessly" (if i wanted to) with my thunderbird
1400 mhz.
Re: OpenGl in exult (request)
Posted: Wed Jun 11, 2003 8:54 am
by drcode
My experience with it is that it did speed up rendering quite a bit (on a k6/500), but didn't look as good as the software scalars. Also, it has a bug where you can see the 'seams' between the chunks. The real advantage would be if we used it to implement more realistic lighting or other 3D effects. I'm not sure if it's worth the effort.
Re: OpenGl in exult (request)
Posted: Wed Jun 11, 2003 11:51 pm
by DirtyHairy
These seams might be hardware-dependant. I tried it with an old Geforce-2, and it looked well. But then again, things even got slower than before, and the menus weren't really visible...
Re: OpenGl in exult (request)
Posted: Thu Jun 12, 2003 4:30 am
by Skutarth
There's a problem with that. OpenGL is a different graphics library, meaning it would be a lot harder* to use than using different software renderers.
*although I'm not saying it's very hard to do software...
Re: OpenGl in exult (request)
Posted: Thu Jun 12, 2003 6:14 am
by Andrea B Previtera
Surely you don't mean something like this...
Re: OpenGl in exult (request)
Posted: Mon Jun 16, 2003 3:59 pm
by Skutarth
Dude. That looks awesome! You should try to make something of it!
Re: OpenGl in exult (request)
Posted: Mon Jun 16, 2003 9:43 pm
by Andrea B Previtera
I work on it...uhm... a couple week per year ; ) But this time I should try to end it. Soon I will open the webpage for the project. Mind well: it's not Ultima VII in 3d... just a 3d rpg using Ultima VII shapes as textures, and reproducing some Ultima VII architectures in 3d.
Re: OpenGl in exult (request)
Posted: Tue Jun 17, 2003 5:16 pm
by Skutarth
Um, will there be an editor for making quests? I mean, do you have the quest planned out?
BTW, Ultima 7 Online is a bad idea, Ultima 7 3d is a bad idea too. Ultima 7 looks good BECAUSE it's 2d, although making another RPG using the shapes as textures isn't a bad idea at all. Besides that, you can't stop me from using an editor (provided you make one) to make another remake of Ultima IX...
Re: OpenGl in exult (request)
Posted: Tue Jun 17, 2003 9:10 pm
by Andrea B Previtera
No easy-to-use editor, but I will document the file formats (although they're SO obvious, most of them being pure text) - and with a huge amount of patience someone could create a brand new world from scratch...
Re: OpenGl in exult (request)
Posted: Wed Jun 18, 2003 4:32 am
by Telemachos
@drcode: "Also, it has a bug where you can see the 'seams' between the chunks."
This is probably not a bug in your openGL implementation
Rather it's most likely because you have the texture addressing mode set to "wrapping" rather than "clamp". When openGL does the bilinear filtering it'll look at the neighbour texels in the texture and with "wrapping" enabled it'll include some texels from for example the left edge of the texture when filtering those on the right edge. Unless the textures are specificly designed to allow such wrapping there will be visual artefacts at the seams between the tiles.
- Tele
Re: OpenGl in exult (request)
Posted: Wed Jun 18, 2003 5:35 am
by Andrea B Previtera
I'll add that it's a glitch that would happen also if they use Glu's "GluBuild2dmipmaps" on a texture with an alpha channel (but it shouldn't be the case of chunks)
Re: OpenGl in exult (request)
Posted: Thu Jun 19, 2003 12:44 am
by `daniel
skutharth, this coming from you?
"Ultima 7 Online is a bad idea"
If I remember correct you were the one advocating for it so much around about 1 year ago. Times have changed.
Re: OpenGl in exult (request)
Posted: Thu Jun 19, 2003 5:14 am
by Colourless
Telemachos, doesn't really help. Using clamp will not entirely fix the problem. The reason is, you will still be getting lines because of a lack of filtering between the chunks.
Re: OpenGl in exult (request)
Posted: Sat Jun 21, 2003 3:55 am
by Telemachos
Colourless:
Yeah you're right. Does the scalers you're using now take this into account? Ie. not filter the edges of the tiles... I guess they must do that.
Hmm.. I think it might help, althought not entirely fix the problem, to add an extra border around the tiles that is identical to the border of the tile. But of course, if it runs fine now without openGL then why go through all sorts of trouble to use it.
If it's just to be able to do better lighting then I guess you could still use your current scalers to produce the tiles you feed openGL and then use "nearest point" sampling when rendering them.
- Tele
Re: OpenGl in exult (request)
Posted: Sat Jun 21, 2003 6:57 am
by Annorax
Andrea, that looks really great! Keep up the good work.
Skutarth, I would never imagine hearing you say that U7 Online isn't a good idea!
Re: OpenGl in exult (request)
Posted: Sun Jun 22, 2003 1:19 am
by Andrea B Previtera
Thank you very much: I will post a couple new screenshots soon, but I don't want to use the Exult forum to publicize this work! : ) So I am going to open a simple website for the project, expecially because I am struggling to find some help...
Re: OpenGl in exult (request)
Posted: Sun Jun 22, 2003 4:53 am
by RazorBlade
@Andrea B Previtera
Is there any chance you would ever work on importing those objects/tilesets to NWN? ^^
Looks really nice, very well done so far!
Re: OpenGl in exult (request)
Posted: Sun Jun 22, 2003 10:07 pm
by Mazoku
How I can use openGL support in U7, where I must switch it on?
With my Athlon 1GH and Geforce2Ti game runs slowly, hovewer in
320x200 with Point it runs well, I'dont know why higher resolutions and
other scaling methods make this game slow?
Explain!?
Re: OpenGl in exult (request)
Posted: Sun Jun 22, 2003 10:29 pm
by wjp
> How I can use openGL support in U7, where I must switch it on?
You need to recompile Exult with openGL enabled. As mentioned earlier, it's very experimental. Expect visual artifacts and crashes.
> I'dont know why higher resolutions and other scaling methods make this game slow?
Scaling requires a lot of extra data to be moved around, especially the complex scalers which read a lot of neighbouring pixels to determine the final pixel value.
Re: OpenGl in exult (request)
Posted: Mon Jun 23, 2003 7:23 am
by drcode
Telemachos: The software scalars do the whole window all at once, so the seams between tiles aren't a problem.
Re: OpenGl in exult (request)
Posted: Mon Jun 23, 2003 10:32 am
by Andrea B Previtera
Razor: uhm, I don't have any experience with NeverWinter nights and ... how is it named? Aurora tools? Actually, there's nothing special with the objects. All the opposite: the objects are my personal doom - I don't have a team around me, so I made up a few silly geometries in 3dstudio max 5... and that's what you see: some cylinders, some boxes... textured with Ultima VII's cartoonish shapes. : )
With this, I abandon this offtopic fragment - just a last couple of screenshots. Who know, they could lure someone to lend a 3d hand!
Re: OpenGl in exult (request)
Posted: Wed Jun 25, 2003 3:12 am
by Dangus
Andrea,
Might I suggest that you use sprites, or maybe even Voxels(if you can..) to render the trees. What you've created looks awesome. Totally has the look and feel of Ultima in my opinion but the trees look a bit.... I dunno, maybe "candyland"-ish haha
Cool work though, as a Half-Life and Serious Sam level designer, I can definitely appreciate the work you're doing on a very technical level. Should you some day open a project up with that I may just have to contribute some major works. We'll see though.
Re: OpenGl in exult (request)
Posted: Wed Jun 25, 2003 8:03 am
by Andrea B Previtera
Right, I was thinking about trees made up of crossed quads: that would me help a lot too since I could use (as usual) modified Ultima VII shapes... thanks for the appreciation: as simple as the visual result is, the engine that's behind it is extremely complex... I am definitely going to open a project page, as I said: would you really contribute?