Game Development Community

Torque3D OpenGL Status

by Luis Anton Rebollo · in Torque 3D Professional · 02/24/2013 (1:33 pm) · 175 replies

I am working with BeamNG in port Torque3D to OpenGL. When finished there will be a merge with GG repository.

I will be updating this thread at least once a week.
Repository: Github.com/BeamNG/Torque3D/tree/dev_linux_opengl

Status:

  • Is a research & learn branch, lots of unfinised and ugly code. It will check and clean all code before repo merge with GG
  • Basic Lighting & Advanced Lighting render correctly (more or less) all effects.
  • There may be errors or differences with other implementations of OpenGL. They will be corrected later.
  • No Oculus rift port to glsl.

How to compile:

* Use this manual.
* On Windows you need to check TORQUE_OPENGL option.

Reporting bugs:

If possible, Github is a great place to post issues to a forum.

Torque 3D Version:

This branch is based on Torque3D 3.5 development.

OpenGL performance:

I check the code in a new Gerforce 750ti and T3D works just as fast in Opengl/Directx9.
The problems of speed it was a few months ago were due to drivers. Sounds like a good OpenGL performance is linked to new cards/drivers. NVidia of Kepler architectures (Geforce 600-700) not sure on AMD.

I appreciate any donation to help the project. https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif.

img24.imageshack.us/img24/9537/ssx8.pngimg547.imageshack.us/img547/3684/opengl0.pngimg21.imageshack.us/img21/214/opengl1.pngimg27.imageshack.us/img27/1646/opengl2t.png
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#1
02/24/2013 (2:33 pm)
Hi Luis,
that is some great news
am sure ppl will donate especially since this boosts the current developement.

and regarding Linux, ye Dushan is working on it however
am pretty sure that u guys could join forces when it comes to Linux part
in this case 2 Chefs are better then one.
Gl and lookin forward
#2
02/24/2013 (4:21 pm)
This is great, please continue and I'll see if I can donate.
#3
02/24/2013 (5:47 pm)
I would like to test this when you get it on Github.

Looks like great work so far.
#4
02/25/2013 (4:40 pm)
I will donate as soon as I am able - I get paid on Friday or Thursday!

I would love to see an OpenGL Torque3d!

#5
03/01/2013 (12:23 am)
Initial commit of Basic Lighting on GitHub: github.com/LuisAntonRebollo/Torque3D/tree/dev_opengl_bl

For activate OpenGL on Windows:
  1. Open Options dialog (ctrl + o)
  2. In Display driver, select an OpenGl device
  3. Restart Torque3D
I will write a blog with more information on Friday or Monday.
#6
03/01/2013 (12:37 pm)
Cool, this will help greatly in porting to Linux. I hope you don't mind but I'm going to try to pull in your OpenGL work with Dushan's Linux work to my fork and try to get the two playing nice together.
#7
07/21/2013 (9:25 pm)
"github.com/LuisAntonRebollo/Torque3D/tree/dev_opengl_bl"

link is not working.looks like you removed the branch!!!!!
why?
#8
07/21/2013 (9:40 pm)
I have good news in a few days :D
#9
07/29/2013 (10:08 am)
Update in repository with support Advanced Lighting. See blog:www.garagegames.com/community/blogs/view/22375
#10
07/31/2013 (8:23 pm)
Luis, if you're interested in doing a Kickstarter I can help you with that. I really want to see Torque3D on Linux!
#11
08/05/2013 (11:22 am)
A new update on GitHub:
  • Fix: Shader compile errors on ATI & Intel GPUs.
  • ShaderData must check definition of samplerNames and rtParams when compile shader.
  • CustomMaterial use samplerNames and rtParams from ShaderData.

I'm working on an old Nvidia 9800. There may be errors or differences with other implementations of OpenGL. They will be corrected later.

Linux and crowfunding are delayed at least until the end Milestone1.
#12
08/05/2013 (11:32 am)
where i can get the fixes?
#14
08/05/2013 (1:27 pm)
Looks good Luis! Poor OpenGL support has definitely been a factor for me in not using Torque3D. If this makes it into the main branch, I'm sure we'll get more people interested in using Torque3D. :)
#15
08/05/2013 (2:15 pm)
still same problem.
but this time all yellow in empty terrain.mis.
and black into empty room.mis.
no objects,textures.

+some icon have problem with colour.
#16
08/05/2013 (2:25 pm)
sorry.
i did some mess up on shader definations.
now working.
but rendered at 180 degree rotation.

http://www.mediafire.com/?q7dq2iisshus4d5

img202.imageshack.us/img202/9620/3sol.jpg
#17
08/05/2013 (3:16 pm)
I think forgot a commit, sorry.

On Github:
  • Fix ShaderData( TerrainBlendShader ) declaration.
@ahsan remember to update your game directory, there are some changes in templates files.

#18
08/06/2013 (5:18 am)
not working.
still the same.

here is log:
http://www.mediafire.com/?6cplxoljacocomy

was wondering what it have to do with terrain ?
deleting terrain is not fixing it.
#19
08/06/2013 (5:45 am)
Thx for log.

I see that the error was in Basic Lighting, I am currently working with Advanced Lighting. The upside render error BL was known, you can see in the first post in Status.

Anyway i see in your log an error in BL that did not know:
ShaderData (BL_ProjectedShadowShaderData) sampler $ inputTex not defined.

On Github:
  • Fix: ShaderData definition on Basic Lighting. ShaderData(BL_Projected...
#20
09/05/2013 (3:03 pm)
Sticking my head in to say: good job so far. Did need to alter

auto &desc = shaderConstDesc[i];

to
const GFXShaderConstDesc &desc = shaderConstDesc[i];

to get 2008 to compile.(though there weren't any conflicts with the development branch either, so definitely a good thing there) Also observed the alphamasking for particles seemed inverted along the Y axis.
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