Author Topic: Globe improvements  (Read 68239 times)

Offline Yankes

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Re: Globe improvements
« Reply #60 on: December 23, 2011, 01:39:15 am »
beta version of my shading is done, commit waiting for approval.

Volutar new version should avoids this errors you get, at lest I hope so :)

Offline kkmic

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Re: Globe improvements
« Reply #61 on: December 24, 2011, 02:08:39 pm »
I like the new system. I now realized that what I really did not liked was that the night was also dithered somewhat.

Great job Yankes!

Offline Yankes

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Re: Globe improvements
« Reply #62 on: January 15, 2012, 04:50:59 am »
will be my commit accepted/rejected any time soon?

Volutar

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Re: Globe improvements
« Reply #63 on: January 15, 2012, 07:10:58 am »
Yankes, have you fixed all errors which popping up in VS?

Offline Yankes

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Re: Globe improvements
« Reply #64 on: January 15, 2012, 12:29:08 pm »
yes, I rewrite everything, and now every thing should work (but I could made new errors :D)

Volutar

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Re: Globe improvements
« Reply #65 on: January 17, 2012, 07:20:13 pm »
I found one. Zoom level stuck sometimes for border lines and city layer.

I've turned off "noise" thing and found it looking much better.

Offline kkmic

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Re: Globe improvements
« Reply #66 on: January 17, 2012, 07:25:56 pm »
I've turned off "noise" thing and found it looking much better.

And those ugly bands are back ;)

Volutar

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Re: Globe improvements
« Reply #67 on: January 17, 2012, 07:57:04 pm »
I disagree. They are less ugly than notorious noise.
Plus, if it will be dither-smoothed, you will hardly recognize where twilight starts.

I tried to make shade little more intense, to make globe more contrast.
« Last Edit: January 17, 2012, 08:39:21 pm by Volutar »

Offline Yankes

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Re: Globe improvements
« Reply #68 on: January 17, 2012, 08:35:38 pm »
I prefer my random noise but it can be easy toggled by one variable. One person want its off (Volutar) another want it on (me)

Volutar

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Re: Globe improvements
« Reply #69 on: January 17, 2012, 08:40:49 pm »
Yankes, random noise is a bad idea. If you want to get rid of banding you need to dither, not just add some random noise.

Offline luke83

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Re: Globe improvements
« Reply #70 on: January 17, 2012, 08:43:38 pm »
Maybe its because im not a programmer but i think it looks good with and without the noise ::)

Offline SupSuper

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Re: Globe improvements
« Reply #71 on: January 18, 2012, 02:47:17 am »
I found one. Zoom level stuck sometimes for border lines and city layer.

I've turned off "noise" thing and found it looking much better.
That bug is in the original globe too, I never found the cause.

And I prefer the noiseless look too but I've never liked noise/dither smoothing anyways. :P

Volutar

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Re: Globe improvements
« Reply #72 on: January 18, 2012, 05:36:45 am »
That bug is in the original globe too, I never found the cause.
Oh!! Okay then.
Watching how this bug appears, I may conclude it somehow connected with coord caching things (if any). I can try to figure out how to fix this.

Quote
And I prefer the noiseless look too but I've never liked noise/dither smoothing anyways. :P
Dither is nothing like noise in this case. It should be looking much better. But due to the nature of this "shader" technique I can hardly imagine how to integrate dithering algorithms into this shader.
Dithering requires access to whole "undithered" image with 256 intensity levels of shade.
Actually I see only one way - using 8-bit shade mask on "unshaded" globe image, like post-processing.
« Last Edit: January 18, 2012, 06:09:30 am by Volutar »

Offline Yankes

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Re: Globe improvements
« Reply #73 on: January 18, 2012, 04:29:14 pm »
I made some tweaks to my random `noise` by reducing it amplitude. Effects now are more closely to dithering.


Offline kkmic

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Re: Globe improvements
« Reply #74 on: January 18, 2012, 05:28:31 pm »
Looking good.

I like it, as it is less disruptive than the previous settings.

Stupid question: is there a build available so that I can do a quick test?