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output: improve vertex movement #1496

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merged 1 commit into from
Sep 6, 2024

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lahm86
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@lahm86 lahm86 commented Sep 6, 2024

Resolves #1493.

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  • I have read the coding conventions
  • I have added a changelog entry about what my pull request accomplishes, or it is an internal change

Description

This allows locking specific vertices such that they don't move when looked at through a water portal. We make use of an unused bit in vertex shading, and ensure shading is clamped to the max value.

This only covers vertices on water edges, as mentioned in #1493 there are other situations which would require a big undertaking of work to inject face/vertex/texture changes, and I don't think that it's feasible. This brings things into line with TR2 though, so it's a definite improvement.

I've tied this to the texture fix option in the config, but LMK if you think this deserves its own setting.

This allows locking specific vertices such that they don't move when
looked at through a water portal. We make use of an unused bit in
vertex shading, and ensure shading is clamped to the max value.

Resolves LostArtefacts#1493.
@lahm86 lahm86 added the Feature New functionality label Sep 6, 2024
@lahm86 lahm86 added this to the 4.4 milestone Sep 6, 2024
@lahm86 lahm86 self-assigned this Sep 6, 2024
@lahm86 lahm86 requested review from a team as code owners September 6, 2024 09:57
@lahm86 lahm86 requested review from rr- and walkawayy and removed request for a team September 6, 2024 09:57
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A subtle but definitive improvement for TR1.

I've checked some of the water rooms in Cistern, Obelisk and Return to Egypt, all LGTM.

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rr- commented Sep 6, 2024

I think we can leave it linked with textures.

@lahm86 lahm86 merged commit 858f13d into LostArtefacts:develop Sep 6, 2024
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@lahm86 lahm86 deleted the issue-1493-water-verts branch September 6, 2024 15:13
@rr- rr- added the TR1 label Oct 3, 2024
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Improve vertex movement
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