Critical Ocean Hunter issue

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Re: Critical Ocean Hunter issue

Postby Ian » Thu Apr 13, 2017 2:14 pm

Harry, you tried just normalising the sun direction vector?
I've never seen normals with a unit length of more than one. That said lost world has weird normals, they all consistently less than unit length
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Re: Critical Ocean Hunter issue

Postby HarryTuttle » Thu Apr 13, 2017 2:37 pm

Ian wrote:Harry, you tried just normalising the sun direction vector?


Yes but it doesn't work. I've dumped during a game session the values of sun intensity and its vector components, sometimes they go over 1 (like Star Wars Trilogy). But even after normalizing the result is the same.

I've narrowed down the problem to those vertex normals or maybe normal matrix, normalizing their product alleviates the problem but it's still too pronounced. However when vector length is >1, if I scale those components to, let's say, one tenth then the shading seems to be more correct. It's not a problem of the sunlight at viewport level, because only some model seems to be affected.
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Re: Critical Ocean Hunter issue

Postby Ian » Thu Apr 13, 2017 2:40 pm

What about the ambient value, no crazy values there?
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Re: Critical Ocean Hunter issue

Postby Ian » Thu Apr 13, 2017 2:44 pm

If the hw used say a byte to store the sun intensity maybe those values overflow and wrap around?
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Re: Critical Ocean Hunter issue

Postby HarryTuttle » Thu Apr 13, 2017 2:45 pm

Ian wrote:What about the ambient value, no crazy values there?


Nope, in that scene I grabbed the value is 0.4
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Re: Critical Ocean Hunter issue

Postby HarryTuttle » Thu Apr 13, 2017 2:46 pm

Ian wrote:If the hw used say a byte to store the sun intensity maybe those values overflow and wrap around?


No, it's a 32 bit float. The strange thing in Magical Truck is that coincidentally goes to 255.
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Re: Critical Ocean Hunter issue

Postby Ian » Thu Apr 13, 2017 2:59 pm

Maybe the hw takes the float and multiplies it by 255? And stores in a byte? :)
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Re: Critical Ocean Hunter issue

Postby HarryTuttle » Thu Apr 13, 2017 3:07 pm

Ian wrote:Maybe the hw takes the float and multiplies it by 255? And stores in a byte? :)


But, this way in theory we should divide again by 255 before sending it as uniform to the shaders... That 255 value shows up only in very few times in Magical Truck, at least for what I saw.
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Re: Critical Ocean Hunter issue

Postby Ian » Thu Apr 13, 2017 3:09 pm

Are you saying it's still too bright even when clamped?
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Re: Critical Ocean Hunter issue

Postby HarryTuttle » Thu Apr 13, 2017 3:17 pm

No, on contrary, if I assume by absurd that Magical Truck's "255" is the real maximum value (in a 0-225 interval), and so decide to divide the intensity by 255, I'll obtain no lightened scenes because all the other values will be too much low.
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