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NWN: Graphics about xoreos HOT 4 OPEN

xoreos avatar xoreos commented on May 9, 2024
NWN: Graphics

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Comments (4)

berenm avatar berenm commented on May 9, 2024

But also fixed function lighting (2 lights) for the tiles I guess.

I think I remember something like that from the time I was modding the game. Each tile was having up to 2 fixed position lights, which color was configurable in the toolset.

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jbowtie avatar jbowtie commented on May 9, 2024

On 10/02/2013, at 2:55 PM, logzero [email protected] wrote:

I found some time to take a closer look at what nwn is doing under the hood using apitrace.

So yeah. It is not using fixed functions but shaders. To be more exact pre GLSL shader extension. Example (one of the fragment shaders): https://gist.github.com/logzero/4747949

Those will likely be Cg shaders. IIRC there is in fact a fixed-function path because not many cards supported shaders at the time. There was a 'shiny water' effect if your card did support shaders.

The NWShader project on SourceForge has a whole lot of gory details, see http://sourceforge.net/apps/mediawiki/nwshader/index.php?title=Main_Page

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logzero avatar logzero commented on May 9, 2024

From what I see NWShader is a hack which intercepts texture bind calls and uploads a custom shader.

The NWN call trace I see here is using OpenGL shader extensions (not Cg) which were available before GL2 at the time of DX8. There have to be different paths. With my ATI card I am triggering the ATI shader path.

It shouldn't be a big deal to translate this shader calls (like the one in the example) to GLSL. Then it would be quite easy to have additional effects like in the NWShader project.

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jnharton avatar jnharton commented on May 9, 2024

It would be pretty cool if you could get NWShader's functionality integrated here or like it, cause hacking it in can cause the game to crash sometimes. It really does improve the game visually.

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