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doc dev MANUAL_RTT_UPD
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cryham committed Aug 20, 2024
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6 changes: 3 additions & 3 deletions config/tracks.ini
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143 2.4 +6

158,Oth1-FogCity v2.5 30/07/14 17/10/23 :Asphalt |o0 c1 w0 ~0 J1 L0 P0 /3 s3 u0 n3 l2 !3 *2 T=80 a:Wuzzy
159,Sur1-Surreal v2.5 03/09/14 29/11/23 :Surreal |o2 c2 w1 ~2 J0 L0 P2 /1 s2 u0 n1 l5 !3 *6 T=166 a:Wuzzy,CryHam,rubberduck
160,Tox2-AcidLakes v2.5 22/09/14 15/04/22 :Toxic |o0 c0 w2 ~2 J0 L0 P0 /1 s2 u0 n0 l2 !2 *5 T=69 a:CH
159,Sur1-Surreal v2.5 03/09/14 17/08/24 :Surreal |o2 c2 w1 ~2 J0 L0 P2 /1 s2 u0 n1 l5 !3 *6 T=166 a:Wuzzy,CryHam,rubberduck
160,Tox2-AcidLakes v2.5 22/09/14 17/08/24 :Toxic |o0 c0 w2 ~2 J0 L0 P0 /1 s2 u0 n0 l2 !2 *5 T=69 a:CH
161,Cry2-MagicFog v2.5 06/09/14 11/06/23 :Crystals |o0 c2 w1 ~0 J0 L0 P3 /2 s3 u0 n0 l3 !3 *4 T=104 a:rubberduck,CryHam

162,Atm7-Industrial v2.5 05/09/14 09/06/23 :Autumn |o3 c3 w0 ~0 J1 L1 P3 /1 s3 u0 n1 l8 !6 *4 T=372 a:rubberduck,CryHam
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207,For20-LakoPine v2.7 05/05/22 04/08/24 :ForestYellow |o0 c0 w1 ~0 J0 L0 P1 /2 s3 u0 n1 l5 !3 *5 T=147 a:EP,rubberduck
# + 25
208,Grc12-KapabaRivers v2.7 05/05/22 28/07/24 :GreeceRocky |o0 c0 w1 ~0 J0 L0 P1 /1 s2 u0 n0 l6 !2 *3 T=142 a:EP,CryHam
209,Grc13-YeleyStunts v2.7 05/05/22 28/07/24 :GreeceRocky |o0 c2 w2 ~1 J4 L5 P2 /2 s2 u0 n1 l24 !5 *6 T=640 a:EP,CryHam
209,Grc13-YeleyStunts v2.7 05/05/22 17/08/24 :GreeceRocky |o0 c2 w2 ~1 J4 L5 P2 /2 s2 u0 n1 l24 !5 *6 T=640 a:EP,CryHam
210,Sur8-BloCorcle v2.7 11/05/22 17/08/24 :SurrealSpace |o0 c0 w1 ~1 J3 L2 P1 /4 s2 u0 n2 l6 !4 *4 T=220 a:EP

211,Aln4-EjeloOutpost v2.7 16/07/22 13/08/24 :Alien |o0 c0 w1 ~0 J1 L0 P1 /1 s3 u0 n1 l8 !3 *3 T=298 a:EP,rubberduck,CryHam
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10 changes: 8 additions & 2 deletions docs/Developing.md
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Expand Up @@ -477,7 +477,7 @@ Workspace basically is the setup for rendering one view target, only like reflec
Many compositor Workspaces are created from code (telling how to render stuff, also few extra for editor minimap RTT).
Creating is in `.log` lines with: `--++ WS add:`, and in cpp code by any `addWorkspace`.

`SR3.compositor` has definitions for most workspaces used.
[SR3.compositor](../data/materials/SR3.compositor) has definitions for most workspaces used.
Only shadows are made completely by code in `src/common/AppGui_Shadows.cpp`,
based on `Samples/2.0/ApiUsage/ShadowMapFromCode/ShadowMapFromCode.cpp`.
_Todo:_ only 3 PSSM splits work, no other count. ESM (Sh_Soft) is also broken.
Expand All @@ -489,7 +489,13 @@ Parts of [post](https://forums.ogre3d.org/viewtopic.php?p=553666#p553666) with i
We do `workspace->addListener(` so that `PlanarReflWorkspaceListener` is updated, for _every_ workspace that can see the reflection (e.g. the cubemap workspaces).
In code `AddListenerRnd2Tex()`, it's `ReflectListener`, `mWsListener` in `FluidsReflect.h`.

`ReflectListener::passEarlyPreExecute` does check which `render_pass` it is from `SR3.compositor` by `identifier` number.
`ReflectListener::passEarlyPreExecute` does check which `render_pass` it is from `SR3.compositor` by `identifier` number.

In editor it also turns off fog for minimap RTTs, and back on for main views.

_Todo:_ use `#define MANUAL_RTT_UPD` so editor won't drop Fps so much (rendering all its RTTs every frame).
Needs fix: in minimap and preview camera all gets dark (shadowed).
Possibly relevant [link](https://forums.ogre3d.org/viewtopic.php?p=556401#p556401).

## Effects

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15 changes: 8 additions & 7 deletions docs/Roadmap.md
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Expand Up @@ -8,25 +8,26 @@ Marked: `crucial`, **Next or Big**, _Important_.

### SR 3.2

`fix` multiplayer on windows [issue](https://github.com/stuntrally/stuntrally3/issues/28)
`fix multiplayer` on windows [issue](https://github.com/stuntrally/stuntrally3/issues/28)
`fix splitscreen` broken with refractions

`fix crash` on: Surreal, HexForest, Bug, Glitch
`fix` compositor: `boost` particles, car glass, `more` fluids at once MilkyWay, hud?,
🌊**add** refract clr, `depth` clr params
`fix` emissive fluids, fix no refract

🌊add params: refract clr, *depth* clr
emissive fluids, fix no refract
**under**water top, *pass* projmatrix not inverse

🌪️**wind scale** params in json, for all trees, bushes, grass sway own-
wind anim *shadow caster* too, ed prv obj no wind-

💎Add **gems** to tracks, more types 3d
xml par continuous?, logic btn continue, hid collected gems on start?
wind anim shadow **caster** too, ed prv obj no wind-

fix .car thrusters lights pos
hide flares with in car camera
**ed** Fields: accel par, dir, teleport end
SSAO? convert .compositor to C++

💎Add **gems** to tracks, more types 3d
xml par continuous?, logic btn continue, hid collected gems on start?
*new* track(s) with fields, add walls
hud new best time show, win particles-

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