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 Post subject: Re: Library
PostPosted: Sun Sep 30, 2018 8:35 pm 
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Quite Grand Sub-Admiral
Quite Grand Sub-Admiral

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New toys! Nice! How is performance affected in general by this?


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 Post subject: Re: Library
PostPosted: Sun Sep 30, 2018 9:59 pm 
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Quote:
How is performance affected in general by this?
Not at all .-) And I'm developing my Oolite related things on a 10 years old laptop with a weak CPU. It's still smooth and the FPS range doesn't change, so performance is not affected. The used framecallback doesn't do all updates in one turn though. On every call it just does one update. And the GPU is not in danger as well. It's 1 model with 12 subents (v 4 / f 2 for each). All are sharing the same shaders (~10 ALU), so shader-swapping seems to be no concern as well, but I'm using a pretty small set of AddOns while developing. Texture sizes are small as well (128px x 128px).
Sidenote: The more I think about it - a particle system could use the same approach. Maybe I'll do it next .-)

The only thing is the GC atm. I haven't looked at it closer yet, but I've seen an increase (not unexpected) when the map is active inflight.


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 Post subject: Re: Library
PostPosted: Mon Oct 01, 2018 8:56 pm 
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@BlackWolf: I'll upload a new version and send you the link.
Awesome. Can't wait to give it a spin.

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 Post subject: Re: Library
PostPosted: Sat Nov 10, 2018 4:44 pm 
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Library v1.7 is online.

Changes:
- Added Lib_PAD.js.
- Added Lib_Starmap.js.
- Added Visual Effect for shields -"lib_shield", a 10 x 10 x 0.4 model (see Screenshot).

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 Post subject: Re: Library
PostPosted: Sat Nov 10, 2018 9:53 pm 
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Yes. Been waiting on this in anticipation. :)

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 Post subject: Re: Library
PostPosted: Tue Nov 13, 2018 3:03 pm 
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Deadly
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Quote:
Library v1.7 is online.
Great, downloading now. I am very interested to have a look at your PAD features. :)

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 Post subject: Re: Library
PostPosted: Mon Nov 19, 2018 3:24 pm 
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[EliteWiki] Library v1.7.1 is online and now in the manager as well.

Changes:
- Fix for player got fined in Lib_PAD_Events.js.
- Added option to align right in scrToWidth.

Additionally Lib_MatFinder is available - a tool to work out materials entries. As this is only useful for developers it's not in the manager.
Lib_MatFinder (oxz, 28.1 KB)

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 Post subject: Re: Library
PostPosted: Mon Nov 19, 2018 4:14 pm 
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Quite Grand Sub-Admiral
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Quote:
Additionally Lib_MatFinder is available - a tool to work out materials entries. As this is only useful for developers it's not in the manager.
Lib_MatFinder (oxz, 28.1 KB)
Woah! Nice! Just one thing: In the description of the material properties inside missiontext, it should be mentioned somewhere that shininess is NOT recognized in Oolite 1.88, UNLESS you edit the default shader and set the lighting model to new Blinn-Phong. In the default GGX specular that we use, only gloss is relevant.

Edit: It looks like it can't read shader materials. It would be nice if that were possible.


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 Post subject: Re: Library
PostPosted: Mon Nov 19, 2018 8:45 pm 
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Quote:
Woah! Nice! Just one thing: In the description of the material properties inside missiontext, it should be mentioned somewhere that shininess is NOT recognized in Oolite 1.88, UNLESS you edit the default shader and set the lighting model to new Blinn-Phong. In the default GGX specular that we use, only gloss is relevant.
Thanks, a_c. I'll add this for the next round.
Quote:
Edit: It looks like it can't read shader materials. It would be nice if that were possible.
Yes, it only works with the plain materials thing atm, because I wrote it to migrate from custom shaders to the default shader (as much as possible). Reason is that shader swapping is a 1st class performance killer and getting rid of a few custom shaders is surely a good thing. The tool also disables shaders in use to force use of Oolites default shader, when the model gets shown on the main screens. It shows the shadered versions though when you can enter values. This is simply to show the difference between both version to give users a chance to get your material as close as possible to the 'original' version.

But this is only the first step for this tool. The idea for the next versions is to work out ways to handle
a) shader handling inclusive vs+fs shader, textures and uniforms,
b) give users a way to find and set positions and orientations of subentities,
c) find and set positions, colors, etc of flashers (this should be easy),
d) find and set positions and sizes of exhausts (this would need a custom shader),
e) find and set positions of weapon positions and aft_eject_position (this would need a custom shader).

:-) Some work, but I'd think it's all doable.


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 Post subject: Re: Library
PostPosted: Tue Nov 27, 2018 11:54 am 
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Lib_MatFinder will get a feature to visualize exhaust and weapon positions.
Unlike the old CCL_Matfinder no changes to scripts or shipdata declarations are necessary.

Image
The positions can be altered easily and can be written to Latest.log. User can cycle through
already existing exhaust and weapon positions.

Image
It's possible to add a size (corresponding to exhaust scale for x and y) to visualize exhausts positions.


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 Post subject: Re: Library
PostPosted: Tue Nov 27, 2018 2:19 pm 
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Deadly
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Quote:
Lib_MatFinder will get a feature to visualize exhaust and weapon positions.
Unlike the old CCL_Matfinder no changes to scripts or shipdata declarations are necessary.
Amazing, will it work for multiple weapons and external dependencies (turrets for example) as well ?

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 Post subject: Re: Library
PostPosted: Tue Nov 27, 2018 9:03 pm 
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Quote:
Amazing, will it work for multiple weapons and external dependencies (turrets for example) as well ?
Multiple weapons is already supported, positions and orientations of subentities is on my list.


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