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Screen Space Ambient Occlusion #515

Merged
merged 3 commits into from
Jan 2, 2017
Merged

Screen Space Ambient Occlusion #515

merged 3 commits into from
Jan 2, 2017

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yvt
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@yvt yvt commented Jan 1, 2017

shot0244

@yvt yvt added this to the 0.1.1 milestone Jan 1, 2017
@yvt yvt self-assigned this Jan 1, 2017
@damienflament
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I see that there is some more translatable text introduced by this feature in the GUI.
How will we be advised to update the translation files ?

@feikname
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feikname commented Jan 1, 2017

@damienflament usually someone will run update-pot.sh before merging the pull request, which updates the openspades.pot file.

After openspades.pot is updated, the process to update your translation is the following: (via Poedit)

1 If you haven't already, clone your fork
2. Sync your fork (you can also recreate the fork if syncing is causing to much trouble)
3. Open your Resources/Locales/*LANGUAGE*/openspades.po file in Poedit
4. Click "Catalog" -> "Update from POT File" in the menu (upper part of Poedit)
5. Select Resources/Locales/pot/openspades.pot as the pot file
6. Translate the new strings
7. Submit the changes to your fork (git add *, git commit -m "Update fr translation")
8. Submit a pull request using GitHub

Note: You can't translate the strings yet, as update-pot.sh was not run and the changes weren't pushed to master branch.

EDIT: I do not recommend to sync using GitHub interface

@feikname
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feikname commented Jan 1, 2017

EDIT: Everything was fixed already (See also #516)

@yvt yvt merged commit 122d251 into master Jan 2, 2017
@yvt yvt deleted the patch-ssao branch January 2, 2017 08:18
@yvt yvt changed the title WIP: Screen Space Ambient Occlusion Screen Space Ambient Occlusion Jan 2, 2017
@feikname
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feikname commented Jan 2, 2017

@damienflament it's possible to update your translations already ;)

@damienflament
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I'm on it !

@roboman2444
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You can do neat things like deferred screen space directional occlusion if you give it some gbuffers.

So either the "depth-only prepass" needs to also render normals + other info to gbuffers in the same pass, or you can switch up the order of things.

If you do render that information in the prepass, then you can go full deferred lighting and do the sun + ambient in a single fullscreen quad, and the dlights in bounding volumes or more advanced techniques like tiled deferred. Should save a bunch of draw calls, but the amount of memory bandwidth required might go up.

It really depends on weather the game is draw call bound or not.

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4 participants