If it doesn't work:
Post a screenshot of your error along with your GPU model and OS. (A really good way to catch errors is to run Librelancer under the command prompt so they don't go away once the program closes).
Demo Instructions:
Make sure you have the .NET Framework version 4.5.1 installed
Download the file
Install everything in the "INSTALL FIRST" folder
Start Launcher.exe in the Librelancer folder
Point the Launcher to your VANILLA freelancer folder, and have fun
So right here is a little project of mine I've been working on.
It's still in the early stages so there's not much implemented but...
It is a re-creation of the Freelancer engine, but cross-platform and all those nice things.
So far I have Newark Station rendering very nicely.
(Click here for full size)
Right now it's pretty buggy, for example Planet New Tokyo looks like someone threw up all over it. (now fixed, but planets are still weird). It is progress, though. Contributions are always welcome. If you're a graphics programmer or just happen to know a lot about the Freelancer engine, skype me (or if you're brave enough submit a pull request to the project).
Demo will be coming soon™ (turns out there's a lot to do)
So I was looking through your code a bit and have a comment about that planet shader.
You write this:
Code:
out_texcoord = vertex_position;
and don't use your incoming
Code:
in vec2 vertex_texture1;
A texcoord can never be a vertex_position (uvs only go from 0 to 1 whereas local vertex positions go from -1 to 1)
And of course uvs are only vec2s instead of vec3 like you have in your
Code:
out vec3 out_texcoord;
This might fix your bug with the textures on planets not being right.
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(12-12-2015, 02:36 PM)Stuffz Wrote: So I was looking through your code a bit and have a comment about that planet shader.
You write this:
Code:
out_texcoord = vertex_position;
and don't use your incoming
Code:
in vec2 vertex_texture1;
A texcoord can never be a vertex_position (uvs only go from 0 to 1 whereas local vertex positions go from -1 to 1)
And of course uvs are only vec2s instead of vec3 like you have in your
Code:
out vec3 out_texcoord;
This might fix your bug with the textures on planets not being right.
EDIT:
Also why the hell still use openGL version 1.4?
GLSL Version 140 isn't OpenGL 1.4.
GLSL Version 140 is OpenGL 3.1 lol
Also the New Tokyo bug was an issue with Bgra5551 textures not being loaded correctly which is now fixed. I am, however, going to replace the planet rendering code entirely since I need to use quad spheres instead of iso spheres.