New nozzles and windows

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New nozzles and windows

UNREAD_POSTby Sascha » Thu Oct 27, 2011 5:11 pm

I’m working on version 2.2, here are a few screenshots of the improved orbiter model (work in progress):

Here I’ve smoothed the nozzles a bit:
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Desktopsimmer reworked the windows so that they can now be rendered using a different material.
OpenGL ES 1.1 isn’t exactly flexible when it comes to shading, so it’s not perfect. Nevertheless I think the specular reflections on the windows look quite nice.

Note that the texture around the windows hasn’t been adapted yet, so there are some artifacts that will of course be fixed in the final version.

On a sunny day:
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And below the clouds:
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What do you think?
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Re: New nozzles and windows

UNREAD_POSTby frankynov » Thu Oct 27, 2011 5:33 pm

It will surely add a nice realism effect when panning the POV :)
Doesn't it add too much polygons for the old gen iDevices ?
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Re: New nozzles and windows

UNREAD_POSTby Sascha » Thu Oct 27, 2011 5:52 pm

For the nozzles I’ve only inserted new vertices at the rim. The windows are more detailed now, but all in all a few hundred new vertices shouldn’t cause any troubles.
I haven’t tested it on the 1st gen iPod yet, but I don’t expect it to affect the frame rate.

It will surely add a nice realism effect when panning the POV

I’ll probably upload a new development build tomorrow, so you can see yourself :)
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Re: New nozzles and windows

UNREAD_POSTby tomwatts » Thu Oct 27, 2011 6:17 pm

Those windows look great, nice work Sascha and desktopsimmer.

Sascha wrote:I’ll probably upload a new development build tomorrow, so you can see yourself :)

Can't wait! :D
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Re: New nozzles and windows

UNREAD_POSTby Sascha » Thu Oct 27, 2011 7:04 pm

Here’s the new texture in action—in 2048x2048 on the iPad 2:
It’s work in progress. Desktopsimmer is working on the regions around the windows. I’ve added the ambient-occlusion layer (which still needs some work), but the scorch from the SRB exhaust is missing:
IMG_0459.jpg
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Re: New nozzles and windows

UNREAD_POSTby tomwatts » Thu Oct 27, 2011 8:23 pm

Wow, 2048x2048 looks very nice. Will that be compatible with older hardware or limited to the faster devices like iPad 2 and iPhone 4S?
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Re: New nozzles and windows

UNREAD_POSTby Sascha » Thu Oct 27, 2011 9:03 pm

I think it wouldn’t make much sense on the low-res iPhones or iPod touch, and anything older than a 3GS can’t handle textures larger than 1024 by 1024 anyway.
The other devices shouldn’t have a problem with it—at least theoretically, I’ll have to test it.
The texture is mip mapped, so the texture units only sample the high-res version if they actually need to (i.e. when close up and fully zoomed in).
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Re: New nozzles and windows

UNREAD_POSTby tomwatts » Thu Oct 27, 2011 9:14 pm

Wouldn't it look better when zoomed in close though, even on the low res 3GS screen?
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Re: New nozzles and windows

UNREAD_POSTby Sascha » Thu Oct 27, 2011 9:23 pm

I doubt it, but if it doesn’t cause any performance problems I’d use it on the 3GS too and base the decision on whether the graphics hardware supports the texture size or not.
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Re: New nozzles and windows

UNREAD_POSTby desktopsimmer » Thu Oct 27, 2011 9:59 pm

:o Wow, it looks really impressive. Please could you send me the updated model, then I can alter the upper windows and the UVmap.
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