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OpenGL Analog to ENB Series?
form_d_kDate: Thursday, 23.10.2014, 23:34 | Message # 1
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So this is not completely technically accurate, but close enough: If you drop a DLL file into the same directory as an executable that requires it, I believe the dependencies are pulled from there rather than from a DLL in the GAC.

ENB Series does this & It is quite beautiful (if GPU-intensive). It provides for custom color correction, SSAO, & a lot of other graphical tweaks. It doesn't work for a lot of games & it's custom tailored for the games, but it does work for DirectX games that it wasn't specifically designed for.

Is there a similar way to modify graphics for OpenGL applications? I think it would be neat to implement these features in Space Engine.
 
RoflordDate: Sunday, 04.01.2015, 09:39 | Message # 2
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Late reply but can't leave this question without an answer
Found this after some searching: http://reshade.me/
Didn't test it, but the site claims it works with OpenGL
 
DoctorOfSpaceDate: Sunday, 04.01.2015, 10:00 | Message # 3
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ENB, FXAA, SweetFX, and any other program like it will not work with SE. SE is custom coded from the ground up so even if you have a working wrapper it will still crash the program or not initialize.

Quote Roflord ()
Late reply but can't leave this question without an answer
Found this after some searching: http://reshade.me/
Didn't test it, but the site claims it works with OpenGL


I have tested it before and the most you get is a black screen after it says it successfully hooked. I decided to try again in 0.9.7.2 and it was same black screen error followed by

Problem Event Name: APPCRASH
Application Name: SpaceEngine.exe
Application Version: 0.9.7.2
Application Timestamp: 549da900
Fault Module Name: OPENGL32.dll





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SalvoDate: Sunday, 04.01.2015, 14:40 | Message # 4
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Quote DoctorOfSpace ()
I have tested it before and the most you get is a black screen after it says it successfully hooked. I decided to try again in 0.9.7.2 and it was same black screen error followed by


Did you trying setting MipmapsMode to 1 or 0? (into main.cfg)

I'm actually interested in this.





The universe is not required to be in perfect harmony with human ambition.

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(still don't know why everyone is doing this...)
 
anonymousgamerDate: Sunday, 04.01.2015, 19:30 | Message # 5
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I just tried another wrapper, one I tested with Doc about a week ago. At first it crashed, I set mipmaps to 1 and got really bad artifacting close to planet surfaces. I then set it to 0 and everything was fine, no additional effects. Then I set it back to 2 and it didn't crash or anything, but it still had no additional effects. The SE.log says it reads the new .dll with no errors and the wrapper's own log has no errors. Gonna mess with this further.




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DoctorOfSpaceDate: Sunday, 04.01.2015, 22:58 | Message # 6
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Quote Salvo ()

Did you trying setting MipmapsMode to 1 or 0?


Yep. Same thing as anonymousgamer. If you get the hook to load with the setting to 1 the program becomes highly unstable. 0 just doesn't load anything.

Quote anonymousgamer ()
the wrapper's own log has no errors


Thats because it didn't hook properly. I tried adjusting color settings and other settings in the injector but none of them loaded.





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fullmetaljackassDate: Friday, 13.02.2015, 15:27 | Message # 7
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Hello,

I just wanted to inform everybody that the latest reshade release (reshade.me) with included sweetfx 2.0 preview, does work with space engine.

Download ReShade 0.14.0 Public Beta with SweetFX 2.0 Preview 2.7z extract it and run ReShade Setup.exe- Point Setup program to ...\SpaceEngine 0.972\system\SpaceEngine.exe and run.

Necessary files should be created in system folder. Now if you run spaceengine a welcome text should appear indicating that shaders have been succesfully hooked.

You can edit effects in ...\SpaceEngine 0.972\system\SweetFX.txt (you can edit them, while is SE running, it will compile once you save the txt file
Not all of them work, but a lot. Like e.g. this explosion effect http://imgur.com/T5zYRK4


Edited by fullmetaljackass - Friday, 13.02.2015, 15:28
 
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