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I don't think that this is possible with SOWGB - this is "Hard-Coding" into the game.r59 wrote: Improving pathfinding and LOS, on the other hand, is a more time consuming affair, normally.
Because recognizing the bottlenecks and planning workarounds, require a broader understanding of game-specific problems.
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I came across something on the Internet or YouTube that will allow you to use Photoshop on a "Trial Basic" but I think that it said that you have to renew the Trial every 7 days.r59 wrote: It's still very far from optimal and it'd absolutely require a bit of "PhotoShop" to keep the current high quality standards... which I cannot afford right now, unfortunately.
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As I wrote yesterday on the NSD forum, the "shrubbery" rendering is now reduced to 1 big draw call x 2 passes (all quads are drawn twice).
During the first pass, any billboard texture's alpha channel is interpreted as a "cutout".
It makes or it doesn't make contribution to the screen buffer. There's no in-between.
Below a given alpha threshould (I'm probably going to define the value on a mapname.ini file basis, now it's shared), the pixel is discarded.
Otherwise, if the test is passed, the color data is written, and the depth value of the quad in the scene as well in the corresponding depth buffer.
The second pass draws exactly the same quads (at exactly the same position, not even slightly closer) then.
All the depth values written in the previous step, will now allow rejecting "duplicates" fairly early in the rendering process. Which a good thing, performance-wise.
During this step, depth values are not updated anymore (and this helps too).
Now, the problem with that grass texture used in the Richwol map, is it requires a very low cutoff threshold to make a significant contribution for the first rendering stage.
With a rather typical 0.75 value (expressed in normalized 0-1 range, not 0-255), it draws just a few a couple spikes per billboard!
You can see that well in the 1st wireframed screenshot.
The units rendering code is not unified with my shrubbery display system at the moment.
They will get their chance to draw always AFTER mine.
And even with several of such grass quads in front of camera, you are likely going to see units through them.
Which looks totally unnatural, of course.
I can surely lower the cutoff value a bit.
Here's a screenshot with it set to 0.55. It's enough to make the officer appearing behind.
However, you see it, the edges there will become much less smoothed becase the 2nd alpha-blended pass will make a marginal contribution.
So, to a large extent, it's a matter of trading-off the two things.
But now you should be able to appreciate that, providing smaller grass billboards (densifying from the csv's terrain table brush at the same time), textured with a more solid alpha coverage and translucency limited to edges, would certainly help a bit here too.
P.S. This afternoon I switched from axis-aligned billboards to viewplane-aligned billboards.
See www.ssucet.org/~jhudson/15/2802/billboards/#slide-11
See www.ssucet.org/~jhudson/15/2802/billboards/#slide-12
This is more consistent with the original implementation.
Otherwise you'd see stonewalls "warping" badly when moving very closely and changing suddely the relative angle to them.
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r59 wrote: In all cases, even this brute force approach shows evident speed gains.
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