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> Post 2.3 Shader Enhancements, Some work being done for post 2.3
ChrisDoucette
post Mar 3 2010, 12:18 PM
Post #21


ScallyWag


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QUOTE (CrackaPolly @ Feb 1 2010, 06:06 AM) *
Oh also I recall some people were requesting things like SSAO, but originally that was what I started to work on when I got into doing shader upgrades, but it isn't possible from what I can see. SSAO requires a depth buffer at the minimum and the default depth buffer is specially setup for something relating to depth blending of particles and so it is a very short range from the camera. Tried to manually render the scene in another pass with my shader on all materials, but not possible to do on a brush geometry so it currently can't be done without some access to these things.


Bake Ambient Occlusion into the diffuse, lightly. Next best thing.
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Miggog
post Apr 17 2010, 06:28 PM
Post #22


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So how long are we going to have to for these new graphical advancements?
Are they planned to be released at the same time as man at arms and sharpshooter or sooner?
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CrackaPolly
post Jun 3 2010, 08:53 PM
Post #23


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Its gonna release with the next patch. I finally finished off allowing to enable disable usage so for those who have problems using it can revert to current player shaders when it comes, etc.
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Brother Pedro
post Jun 5 2010, 08:33 AM
Post #24


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Sounds great, this patch is shaping up to be much bigger than I expected.
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