09-23-2010, 08:11 AM
09-23-2010, 01:19 PM
(09-23-2010, 07:59 AM)sgi Wrote: [ -> ]All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from
avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps
to
avEyeVec /= float(lSearchSteps); //Split up the eye vector into the number of steps
I'll try tonight.
09-24-2010, 02:40 AM
(09-23-2010, 01:19 PM)Zanderat Wrote: [ -> ](09-23-2010, 07:59 AM)sgi Wrote: [ -> ]All who have dark surfaces, try to change line 82 (in RayLinearIntersectionSM2 function) from
avEyeVec /= lSearchSteps; //Split up the eye vector into the number of steps
to
avEyeVec /= float(lSearchSteps); //Split up the eye vector into the number of steps
I'll try tonight.
Still getting dark surfaces.
09-24-2010, 07:55 AM
Since there is no error string from compiler it is difficult to find the problem.
The only advice is to check misspelling.
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
should be called, not
RayLinearIntersectionSM3(aHeightMap, vHeightMapPos, vEyeVec);
Here is my file:
https://docs.google.com/leaf?id=0B4u3BAU...y=COqqk7MG
you can try it.
The only advice is to check misspelling.
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
should be called, not
RayLinearIntersectionSM3(aHeightMap, vHeightMapPos, vEyeVec);
Here is my file:
https://docs.google.com/leaf?id=0B4u3BAU...y=COqqk7MG
you can try it.
09-24-2010, 12:16 PM
(09-24-2010, 07:55 AM)sgi Wrote: [ -> ]Since there is no error string from compiler it is difficult to find the problem.
The only advice is to check misspelling.
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
should be called, not
RayLinearIntersectionSM3(aHeightMap, vHeightMapPos, vEyeVec);
Here is my file:
https://docs.google.com/leaf?id=0B4u3BAU...y=COqqk7MG
you can try it.
I'll let you know.
09-25-2010, 03:19 AM
That worked. Thanks. Must have typo'd something..................
Looks good, btw!
Looks good, btw!
09-26-2010, 01:30 AM
Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit.
09-26-2010, 01:51 AM
(09-26-2010, 01:30 AM)ajvitaly Wrote: [ -> ]Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit.See here: http://www.frictionalgames.com/forum/thr...age-1.html
09-26-2010, 01:57 AM
(09-26-2010, 01:30 AM)ajvitaly Wrote: [ -> ]Can all the necessary changes needed to take advantage of this be explained clearly in one post? I'm reading through all of it and I'm getting a little confused as to what lines of which files I am supposed to edit.
Okay , listen up :
2 FILES NEED TO BE EDIT in order to let this work smoothly !!
The file that must be edit is (open with notepad) in :
USERNAME-DOCUMENTS-AMNESIA-MAIN-main_settings
you have to change parallax quality to 1 instead of the standard 0.
the other file (for smooth gameplay without lag) is in :
Partition where you installed the game (in my case E) -Amnesia-The Dark Descent-redist-core-shaders- deferred_gbuffer_solid_frag.glsl.
(again) open with notepad ...
use search function to find line :
RayLinearIntersectionSM3(aHeightMap, fSteps, vHeightMapPos, vEyeVec);
and CHANGE IT TO :
RayLinearIntersectionSM2(aHeightMap, vHeightMapPos, vEyeVec);
That"s all ...