Sorry for being so inactive on this mod, I've been super busy with school and life. I get off in two weeks, and I'll be able to devote some more time to it then-- There's a couple things in the works that I'm excited about working on. I'll throw up a 1.0.4 right now with the horizon fixed, and then move on to 1.1 for the new planned features.
@oCh33sYo: When I said it wasn't 1.5 compatible, I meant that Karyonix's mod wasn't compatible at the time; IIRC this was on the assumption that most people would have updated to 1.5 and so therefore my new release would be irrelevant. Sorry for the confusion!
@Hoto: The lighting is supposed to be quantized like that, I agree it could look a little nicer... As for the fencepost thing, I've never seen that before. I'll look into it.
Thanks for your support; it means a lot!
No worries! I know how busy life can be.
Thanks for the update!
Works like a dream!
I spent most of yesterday implementing HDR. I'm technically faking it so that I don't have to use floating-point textures, but I'm really happy with the results... except for a few nasty bugs. Minecraft isn't designed for deferred rendering, and the shaders mod really just bootstraps one onto the graphics engine. Because of this, my current method of doing lighting in the post-processing pass (I even got transparency working!) leaves some artifacts , like held items flashing and the sun not displaying properly. To fix these I'll have to move all the calculations into the geometry pass, which will make the shaders a little bit slower.
Anyways, here's a comparison shot for vanilla vs. HDR. I haven't added fog yet... or cel shading, for that matter
I spent most of yesterday implementing HDR. I'm technically faking it so that I don't have to use floating-point textures, but I'm really happy with the results... except for a few nasty bugs. Minecraft isn't designed for deferred rendering, and the shaders mod really just bootstraps one onto the graphics engine. Because of this, my current method of doing lighting in the post-processing pass (I even got transparency working!) leaves some artifacts , like held items flashing and the sun not displaying properly. To fix these I'll have to move all the calculations into the geometry pass, which will make the shaders a little bit slower.
Anyways, here's a comparison shot for vanilla vs. HDR. I haven't added fog yet... or cel shading, for that matter
I am totally digging this shader! Does anyone know of any good texture packs to go with this? And in the planned features, you said you would eliminate outlined player name tags. I personally really like that feature. Keep the name tag outlines.
Amazing shaders pack! Reminds me of borderlands (: (Everyone must be telling you that) I'm in a mission to review every single shaders pack and then see which one does my viewers like the most So that means I have made a review / tutorial for you shaders pack!
Hope ya like it ;D
I spent a huge amount of time today restructuring code and crushing bugs, and after I finish up a few things I'll put out a release hopefully tomorrow. The notable new feature and what I have been working so hard on is the HDR lighting system, which really brings the shader to another level. The only downside is that it hogs geometry buffers, so bloom is out of the picture for now, but there's just enough space for-- actually, as I'm typing this, I'm realizing I might be able to make bloom work >: D
No worries! I know how busy life can be.
Thanks for the update!
Works like a dream!
I spent most of yesterday implementing HDR. I'm technically faking it so that I don't have to use floating-point textures, but I'm really happy with the results... except for a few nasty bugs. Minecraft isn't designed for deferred rendering, and the shaders mod really just bootstraps one onto the graphics engine. Because of this, my current method of doing lighting in the post-processing pass (I even got transparency working!) leaves some artifacts , like held items flashing and the sun not displaying properly. To fix these I'll have to move all the calculations into the geometry pass, which will make the shaders a little bit slower.
Anyways, here's a comparison shot for vanilla vs. HDR. I haven't added fog yet... or cel shading, for that matter
I'm really digging that water and mild bloom
I'm in a mission to review every single shaders pack and then see which one does my viewers like the most
So that means I have made a review / tutorial for you shaders pack!
Hope ya like it ;D
Watch my tutorial
Well, I really didn't lose any FPS much, You can always tweak the setting in optifine to your liking to help reduce the lag/ frame lost.
MOD SHOWCASES AND MORE
woulda been so much simpler if you had just used magic launcher, it makes it 1, 2, 3!
I spent a huge amount of time today restructuring code and crushing bugs, and after I finish up a few things I'll put out a release hopefully tomorrow. The notable new feature and what I have been working so hard on is the HDR lighting system, which really brings the shader to another level. The only downside is that it hogs geometry buffers, so bloom is out of the picture for now, but there's just enough space for-- actually, as I'm typing this, I'm realizing I might be able to make bloom work >: D
It's late. I'm tired. Check back in tomorrow.