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Morrowind Graphics Extender XE; distant views and improved graphics for Morrowind
License: GNU General Public License v2.0
This project forked from hrnchamd/mge-xe
Morrowind Graphics Extender XE; distant views and improved graphics for Morrowind
License: GNU General Public License v2.0
https://www.nexusmods.com/morrowind/mods/45946?tab=posts
Poster says it's related to per-pixel lighting.
Research and see if we can fix this on the MGE side.
How much memory does MGE XE use specifically? Are there opportunities to reduce memory usage given the 4gb limit on Morrowind.exe?
Have seen this a few times while building distant land, need to reproduce and record the error for later. Doesn't seem to affect distant land results, just breaks the status bar and progress bar.
Compare changes vs. previous build (track source file hashes or something). Shouldn't have to re-process models and textures unless the source files or settings change. If all I do is add a new mod to my load order, I should only have to process the models that the mod adds/modifies.
Distant land terrain doesn't match up/blend well and MW terrain especially in hilly areas, when generating distant land with TR_Preview installed.
Cull statics whose bounding box is smaller than X pixels on the screen?
Combine meshes with the same textures to reduce number of draw calls in distant land. Hopefully helps with big cities.
Exponential fog distance requires lots of trial and error to get a specific view distance (actual view distance is roughly half of the config value, with the default multiplier of 4.0, which means we might be drawing statics much further than needed). Can we do some math behind the scenes to improve how the fog scales with the config values? Also make the multiplier not affect fog distance.
Add scripting hooks to enable/disable single shaders. Maybe build an in-game UI for shaders with MWSE?
Add scripting hooks to add or remove specific objects. Help to improve support for scripted enable/disable (like ghostgate) so users don't have to re-run distant land wizard.
There is already detection for grass, so that MGE can use a special rendering path, can we do something similar during plugin selection so that grass mods are separated out or automatically selected? So I don't have to scroll through my load order looking for the grass mods.
Incorporate the shader fix, or set up clipping on the DirectX side. Currently exteriors have no near clip plane for distant land.
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