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News: New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17); Updated in-dev patch notes for Starsector 0.8a
 
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Author Topic: [0.7.2a] GraphicsLib 1.0.4  (Read 22725 times)
Idegen
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« Reply #45 on: February 12, 2017, 07:38:00 AM »

Aha, yes, thanks found it, works properly now, and yea, it does seem to be running on the integrated card. Dunno why, it shouldn't be, but at least mods work now  Grin
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Swizzlewizzle
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« Reply #46 on: March 21, 2017, 02:44:45 AM »

For the R (specularity) channel on the surface map, does the value of R influence the amount of "glow"?
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Dark.Revenant
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« Reply #47 on: March 21, 2017, 07:33:07 AM »

R isn't specularity, it's emissiveness.  Largely unneeded given that the game is fully emmissive by default.
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Swizzlewizzle
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« Reply #48 on: March 21, 2017, 09:05:03 PM »

Still, setting a R value greater than 1 for any pixels will give a nice glow effect in-game under graphicsLib?
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Dark.Revenant
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« Reply #49 on: March 22, 2017, 01:29:18 AM »

A high R value will add to the brightness, yes.  An R value of 255 on a pixel normally 255,0,0 will appear fully red with some bloom around it because of its true color value being 510 or something.
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Dark.Revenant
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« Reply #50 on: March 26, 2017, 03:38:23 PM »

Minor update to make GraphicsLib work better out of the box.


Download GraphicsLib 1.0.4
Also known as ShaderLib.
Download Mirror
(Requires LazyLib 2.1)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



We also recommend Version Checker to notify you when an update is ready.

Warning: Make sure Starsector is GPU-Accelerated!
Mobile or integrated chipsets are known to have serious graphical artifacts!

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
1.0.4
- Adjusted ripple intensity for ship deaths
- Disable bloom automatically on Intel IGPs
« Last Edit: March 26, 2017, 03:42:27 PM by Dark.Revenant » Logged

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