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Quick Change Request

Posted: Mon Nov 09, 2015 10:29 pm
by Interkarma
This is for Nystul and Lypyl. I am adding an INI option to use legacy deferred for users with down-level GPUs. Could I please get you guys to add the following feature to your camera setups.

When setting up your cameras, or in Start() if easier, check for the flag DaggerfallUnity.Settings.UseLegacyDeferred. If this flag is True then change your custom camera.renderingPath = RenderingPath.DeferredLighting. Otherwise, just keep camera set to use Player settings as usual.

Unfortunately it's not possible to change Player settings at startup from script, each camera must be set individually. This setting will be on git shortly.

Cheers guys. :)

Re: Quick Change Request

Posted: Mon Nov 09, 2015 10:45 pm
by LypyL
I have the sky camera set to match whatever the player camera rendering path is at startup, so it should be all set.

Re: Quick Change Request

Posted: Mon Nov 09, 2015 10:47 pm
by Interkarma
LypyL wrote:I have the sky camera set to match whatever the player camera rendering path is at startup, so it should be all set.
Cheers mate, I should have checked that. :)

Edit: I've just added the 2 lines of code in Nystul's camera setup to do same. We should be all good to go then.

Re: Quick Change Request

Posted: Mon Nov 09, 2015 10:49 pm
by LypyL
No worries - I just gave it a quick check in the editor by setting the player camera to legacy deferred and it worked without a problem.

edit: Nystul's cameras seem to update as well.

Re: Quick Change Request

Posted: Mon Nov 09, 2015 11:03 pm
by Nystul
LypyL wrote: edit: Nystul's cameras seem to update as well.
let me know if I need to change something or if it is ok how it behaves

Re: Quick Change Request

Posted: Mon Nov 09, 2015 11:04 pm
by Interkarma
All looks good now guys. That really was a quick one!

Re: Quick Change Request

Posted: Mon Nov 09, 2015 11:41 pm
by Nystul
regarding your changes to IncreasedTerrainDistance.cs:
not sure if it is really necessary to set the rendering path of the stacked cameras in SetUpCameras() because in the first line in SetUpCameras() the function SetupGameObjects() is called. Inside of it the cameras are created and their rendering path is copied from Camera.main already

Re: Quick Change Request

Posted: Mon Nov 09, 2015 11:53 pm
by Interkarma
Thanks for pointing that out. I didn't notice that and it didn't work in tests. Probably a script execution order problem. I'll revert that change and tackle from a project settings perspective.

Also, the use of LegacyDeferred did not fix the original problem, so I can probably just take that option out again.