Black Dragon is MY Viewer, i decide which feature i want to add and which to remove, i share this Viewer to show the world that user base size is not important, i do rate quality by effort, thought and love put into the project, not some rough estimated numbers. I consider feature requests only if i you can name proper valid reasons i can agree on. It is my (unpaid) time i'm putting into this project, i'm not here to cater to every Joe's desires.

Friday, April 3, 2020

Environmental Enhancement Project (EEP) - The Plan

So here's the plan how EEP is going to happen for Black Dragon.

I went to TPV meetings, posted feedback into the Feedback thread on the Second Life Forums and attempted to salvage what was salvageable, without luck. I suppose i came too late to the party because i trusted LL to do it right, i guess that's not going to happen again, next time i'll be all over them from the get go when there's a project ongoing that i'm interested in.

Since Oz is refusing to change EEP now in any way, shape or form, i suppose i'll have to do it. I've already threatened that if EEP threatens Photography and Machinima (which i suppose this Viewer is all about, right?) i'll not be merging it, luckily that's not necessary. I think i have a plan that we all can be happy with.

The first and foremost offender of EEP is the interface. It is clunky, it is big, it wastes tremendous amounts of your limited screen space and it was unnecessarily rebuild from scratch to confuse and make everything harder than it should both in code and for the user, so that's the first thing i'll change.

Introducing the NOT personal lighting.

These two windows are exactly what you think they are, they are the two old Edit Sky Preset and Edit Water Preset windows that we already had prior to EEP. Updated with all the new EEP settings and slightly reorganized to fit all the new options, you will see that editing water hasn't changed at all, editing a sky on the other hand had some slight reorganization in the Atmosphere tab and some major reorganization in the Sun & Moon tab because a lot of options were added there, but you'll still find everything there, don't worry everything should be pretty much immediately apparent just like before. To give you an idea what the original EEP windows look like:

Quite the difference but that's just one part of it, the functionality will also change. The above two windows are the edit preset windows you get when you edit a settings item from your inventory, my two windows are free windows that can be opened at any time from the main menu just like you could prior to EEP, they replace the "Personal Lighting" window introduced in EEP which was missing a lot of options and functionality. The edit sky/water preset windows will look exactly the same as the "Personal Lighting" replacements above, meaning no matter if you are editing your preset or your personal Windlight, all settings will be in the exact same spot everywhere.

Coming to the functionality, this is most interesting to Oz, he wanted a writeup on how i'm going to tackle this to decide whether it is okay or not.

A major downside of EEP is that it does not offer you the ability to use local presets anymore, instead you have to manually import them one-by-one and export/save them as inventory items to be able to use them, this is tedious and annoying, bloats your inventory with more potentially corruptible items and is generally very user unfriendly compared to the previous system. Why setting items weren't added as simple extra feature is beyond me but it's exactly what i started tackling first.

Right now as you can see in following picture, you can select a preset from your locally saved presets (either user created or coming with the viewer) and it will immediately load and apply it, just like before, you can also save the preset locally too, just like before, you can (unnecessarily) import said preset again (why would you do that if you can just select it from the preset dropdown, but the option is there...).

Any presets saved from now on will be saved in the new EEP compatible format, meaning all legacy settings will be translated to the EEP equivalent and will thus become unusable in previous versions (which you shouldn't be using at that point anymore anyway). To prevent copybotting shenanigans the save function will check whether you have the textures being used for the sun, moon, cloud noise and water map in your inventory and if you have the permission to copy, mod and transfer them. If you do not, the Viewer will not save the texture ID into the preset resulting in the entry missing from the preset and loading it will use an empty or default texture for all missing ones. This way you can edit a region windlight at any time but you cannot "steal" the textures being used. You can do the same when someone gives you the settings item, you can modify it but you can't save it into the same settings item (it will create a new one), though i am not sure whether it keeps the textures (probably does but safe is safe).

You can also delete any selected preset just like before with the "Delete Preset" option.

Settings items were not changed at all in my version of EEP, they work as expected and can be loaded , shared or edited just like in the original EEP implementation. They now act almost exclusively as "addon" rather than the only way of using your Windlights, like it should have been from the beginning.

I'm unsure what i'm going to do with the Day-Cycle editor aside from changing its layout to match the rest... i'll probably leave it mostly as is as it really isn't of interest. I will investigate later whether it is feasible to add local preset support to it or not.

Additional plans include bringing back the toolbar buttons to open the sky and water editor directly, as well as bringing back the Environment Settings window (the small one where you can select all your sky/water/daycycles and open all other editors).

As shown below i've kept the menus as close to the original as possible (while removing the unnecessary entries that are no longer needed of course). All relevant options can once again be found in Dragon - World - Environment Editor

I hope to have the release ready around the time EEP is officially released into the Second Life Release Viewer, possibly sometime next week.

Tuesday, February 25, 2020

Black Dragon 64x - Update 3.7.1 - 3.7.3 "Improving Dragon"

Some keen eyes have noticed that i've released two more updates without saying anything and heres coming a third one. I didn't say anything because i didn't want to shove down the important announcement in 3.7.0. Patron is going quite well, roughly half a month time gone and we doubled the patronage, thats very impressive and i'm very grateful for all your support. I've come to the realization that despite my best attempts to continue without help i just can't do it. I've always been super hesitant on asking for help... hah yea i see the irony... me saying that if you need help you should just ask but then i'm not even doing it myself when its much more important... the simple truth however is that i can't continue just waiting for people to support me, i have to actively encourage them and ask them for help otherwise this isn't going to work. As scummy as it sounds to myself, asking for financial support for a project i've been dumping a massive chunk of my lifetime into (and two thirds of my SL time) is normal considering that i could get paid a good job instead. I've never regretted doing this (only that it kinda took the magic out of everything, just like with knowing magic tricks) because it is something i love doing, regardless of payment.

Anyway, thank you all for your continued support and thank you for spreading the message!

Onto the updates then...

The last 2 updates mainly fixed reported issues with logins for avatars with more than 16 characters length, crashes on startup when you switched the "Starting Location", some setting changes that seem kinda obsolete nowadays, reducing the volume of sound and media quite a lot to hopefully lessen the shock when you open the viewer for the first time and get an heart attack because of the login screen intro starting, the login button not enabling for first time users and some cleanup.

This update comes with another round of fixes, attached lights will no longer poof when sitting down on objects and refreshing your avatar be it adding/removing/editing/attaching/detaching anything while wearing a BOM avatar will no longer fold your avatar 16 times and then some.

Some UI improvements have been added as well, you can now see the link and face index when selecting them as long as only one face or link is selected, additionally the "X objects selected" string will no longer show 0 when "Edit Linked" is enabled and instead will count the selected links.

Apart from that there are mostly tiny UI bugfixes that triggered anyone with OCD... scrolllists clipping outside a few pixels at the top (very visible when editing shape), the radio buttons in Edit having a slightly different spacing than the checkboxes right next to them and they still used the radio button textures, the object manipulator not working when selecting multiple prims and the panel to edit universal layers was still completely untouched and looked like shit, no more that is.

One last thing though, as an attempt to encourage higher patronage for those who can or want, i've added a new benefit to Patron, all 10$ patrons can now specify their shop link (both inworld and marketplace) to be displayed on login. Don't get me wrong, i ABSOLUTELY HATE ADS which is why i wanted to do this extremely careful but some feedback would be welcome on it.

As you can see i've placed them at the top right for now, kinda like LL does it with events and that stuff on login page, it was suggested to make it at least three times as big but i'm highly against this change, what do you think? Should it be bigger or is it okay like that? What do the people think who pay for it? There's a delicate difference between visible and obnoxiously visible, i want it to be visible but i don't want it to look like forced ads, the user should be able to ignore it if he doesn't want to see it.

I'd also like to use the opportunity as shout-out to the team of Gateways of Realities, they are working on a game outside of SL but i've also just recently found their inworld avatars, while i'm not exactly a fan of the Dungeons and Dragons style Kobold (because they aren't cute and cuddly) its an absolutely amazingly well done avatar regardless. It's super low lag, uses only very little scripts, comes with a ton of customization, high quality bento animations, BOM support (and EXACTLY the way i imagined i'd use it) to swap out scale patterns and such, full mod support a nice and simple HUD, Materials support and more. It's exactly the type of content i want to see more, these guys know what they are doing and they are doing it proper. I was quite surprised seeing the creator use my Viewer for the in-HUD pictures. WIP Kobold below.

As always, some snapshot highlights from the Discord server.

By Aeeykay

By Kissmebaby Allen
By 털댕이

Monday, February 10, 2020

Black Dragon 64x - Update 3.7.0 "Improving Dragon"

This one took way too long...

Lets get right into why...

Some of you who have been following the Discord channel might have noticed that i left hints at the future of the Viewer, which to put it gently, doesn't look very good. The reason being, money. Obviously, it's always the money. Everyone knows that you need money to live, so do i (as little as it is) and the past 2 years i've been doing quite well with the little help of the community which i'm very thankful for. Sadly however, with some patreons jumping off due to financial reasons and more and more real life "issues" arising, the money is simply not enough anymore. Not enough as in, i can pay the internet bills and still have a tiny little bit for me to get some food if the need arises. However, with my parents getting older and them reaching an age at which the risk of them... "suddenly poofing" is getting dangerously high, they have been "gently pushing me" towards thinking of how i'm supposed to pay the bills when they can't anymore. Needless to say the obvious answer is "get a job" and that is exactly where the problems start. If i get a job i can basically guarantee you that Black Dragon is dead. I'm already several hours too short of time... friends, family, personal needs and then shove a 8-10 hour work day inbetween and the chaos is complete. Obviously this is neither what i want nor what you'd want (i assume). The only solution to this problem i see is getting more Patreon support but that posed more of a problem than i thought. You see in the past i've been very subtle with how i advertise Patreon, simply because i don't want people to feel like they need to help to let me continue doing what i do, ontop of that when it comes to money (from others) im very picky, i live in my own little utopian world where i believe that anything can be free (and should be free for the most part, especially a hobby project like this), obviously thats very naive to think but i do try my best to make these beliefs a reality, which is why Black Dragon has always been free and will always continue to do so. This also means that making people pay for it obviously is not an option and neither is offering "extras", e.g technically locking bonus features behind a paywall. Anyone should have everything the Viewer has to offer at all times, including personal support. And this means im left with only two options, either i get a job and will no longer have time to work on Black Dragon or i turn to you and ask for "more help". Asking for help alone pains me to no end, i hate asking for help but i no longer see any alternative to doing so.

So... my plan was to openly ask for more Patreon support, i give little care how, whether it is more Patrons or the same Patrons giving more although personally i'd prefer more people paying less because... well i think its obvious that more people having to pay less is better for everyone involved right? I was thinking of giving it roughly a month time, go around, "advertise" that i need help and hope for the best. If it doesn't work, i'll look around for a job which will most likely mark the end of Black Dragon (from me). I've always thought getting a thousand people to pay 1$ for something they love isn't hard but that proved to be kinda hard at least with how subtle i've been going about this the past 2 years.


Let's get to the update before i get sentimental.

It has been quite some time since the last update and i've made sure to include all the more stuff to make up for it. This update is primarily focused on QoL, improvements, bugfixes and the little things.

IM tab sides can now be switched from right to left (to the original style), this has been a hot request since a long time, the conversation window will now also display the name of the session at the top rather than simply saying "Conversations". The layout and look of tabs and the conversations window has been overhauled slightly to improve its overall look and get rid of the last remaining tiny annoyances. No more fugly tab lines clipping and i think i also fixed the expand thing too...

The keybinding system has been improved with a highlighting system which from now on tells you whenever you've bound the same key to two actions, it will highlight the entries and show a warning to bring it to your attention that you made a mistake and where. Ontop of that i added hopefully all the missing default controls, all the different variations (those that made sense) and i've fixed the missing camera pan controls for when you are sitting and a "Reset Roll" binding has been added too, you can now rebind all of these! To get all the new controls you'll have to reset yours to default or keep it as is if they are fine for you.

The poser has been improved too, the "Start Posing" button should now be the only button not greyed until it is pressed to disallow changing any values and giving the impression that they dont work, in addition the "Start Posing" button will now flash to signal the user that it needs to be pressed before anything can be done. Loading poses can now be done via a right click menu too, this has been done to allow loading rotations, positions and scales seperately or all together in any combination needed, the load button now also opens the same menu, double click loading will now default to loading the rotations and positions, instead of everything. This is to prevent your loaded pose from overwriting your scales if you made the pose for another avatar that uses different scales. No more deform unless you actually want that!

Graphics wise i fixed the broken Depth of Field smudge that you were seeing with "High Quality Depth of Field", i did a big booboo there but its fixed now and if that isn't enough you can now turn the close blur on/off as promised in the last update.

The new graphic preset system has been improved a bit too, it should now be able to load presets with special characters and spaces, yay!

Automatic Memory Management has been slightly improved as well, instead of defaulting to 90% of your max VRAM it will now default to your max VRAM minus 256mb. GPU's with less memory will have less memory available but anything from 3gb VRAM and up actually have more memory available to be bloated by oversized textures. BTW, the warning system will no longer trigger when you use the Automatic Memory Management, because it was stupid that it told you that you might have set your texture memory too low or high when in reality these values didn't matter since they were automated.

The rest is a lot of really tiny improvements all over the UI, sliders having a consistent width across the UI, warnings no longer being visible for a second before they vanish, Rects and Vector4's not working in Debug Settings, the old login screen video is back, some inconsistent layouts were fixed, wrong textures were changed, the login screen now has link buttons to Youtube, Blogger, Discord and Patreon, the Texture Console has been improved in accuracy and might actually work with AMD cards now (don't know, no one actually reported back), duplicate menu entries were removed, usernames are now saved in a list on login and can be selected and/or forgotten in preferences and a lot more!

As always, thank you very much for your support, i really appreciate that and welcome to Black Dragon to all the many new users that found the Viewer in the past 1,5 months!

Almost 5700 downloads for the AVX version and another 2800 for the non-AVX version. Thats a lot!

By Beev Fallen
By Loverdag
By Aeeykay
By Alex
By 털덩이
By 털덩이

Monday, December 23, 2019

Black Dragon Viewer Guide: #6 Tone Mapping & Color Correction

What is it?

Tone Mapping and Color Correction are commonly used to enhance the picture with additional color or in case of Tone Mapping aiding in compressing the image color ranges to allow non-HDR to have a higher range of colors available in their limited color range, this is to give an enhanced sense of contrast or colors in the final picture. Black Dragon uses Tone Mapping and Color Correction slightly different, instead of compressing the color range it is used to enhance the overall colorfulness and contrast of the image. Some would say it 'blows out' colors a bit but this is essentially what makes Black Dragon's pictures so 'crispy'.

How does it look?

As shown in the pictures Tone Mapping and Color Correction create a more neutral color scheme, while at the same time making the details on some parts of objects 'pop' more. Vibrant colors profit most from this and these features can vastly change how a picture looks depending on the scene they are used in. It's main goal was to get rid of SL's global greyish look that you would see most noticably when not using 'Full Range' colors.

How can i use it ?

You can enable Tone Mapping and Color Correction by opening 'Preferences' and selecting the 'Display' tab, here you'll find the 'Tone Mapping' section where you'll find the 'Color Correction' options as well as all options to configure Tone Mapping itself.

What can i change?

Quite a lot actually, Tone Mapping and Color Correction probably offer the most feature-unique finetuning options out of all rendering features. You can totally customize every aspect of how Tone Mapping interacts and how and which color to correct via Color Correction. From certain presets for Tone Mapping to each and every single calculation ramp can be configured and Color Correction also offers configuring the exposure, gamma and offset of each of the three color channels. (red, green and blue)


Despite offering the most options out of all features it is incredibly hard to control and even harder to get just right, it takes a lot of patience to get these features configured to give your picture that extra bit of 'oomph'. It is even harder to create a default preset for everyone to use.

Black Dragon Viewer Guide: #5 Depth of Field

What is it?

Depth of Field is a post processing technique commonly also used in photography where it is a side effect of how the camera is configured to take the picture in question. In 3D rendering it is applied as post processing effect to simulate this effect. It is commonly used to put a certain part of the picture into focus but it can also be used to blur out less good looking parts of the image.

How does it look?

As shown above, Depth of Field blurs the area out of focus, in above's example the focus are the two metal beams in the foreground, right behind them Depth of Field starts to blur, increasing in strength the further it goes back until the configured threshold is reached. In the example above it was used to 'guide' the viewer's focus to the foreground, something out of focus is naturally less interesting to us than something that appears clear, we can use this to put emphasis on something or someone.

How can i use it ?

You can enable Depth of Field by opening 'Preferences' and selecting the 'Display' tab, here you'll find the 'Depth of Field' tab which includes all its options as well.

What can i change?

Just like with real cameras you can configure certain aspects of Depth of Field in rendering, this includes the Field of View, the F-Number, the Focal Length, Circle of Confusion and the Resolution of Depth of Field. In addition you can also customize the time it takes for Depth of Field to switch focus from one focus point to another. Further there are two interesting options to switch between a cheaper but faster Depth of Field calculation and an option to include transparent surfaces into Depth of Field. Especially including transparent surfaces can make a huge difference in how Depth of Field appears.


The 'High Quality' Depth of Field is an extremely GPU intensive feature and will quickly drop your framerate if you use a strong blur. It is highly suggested to add Depth of Field at the end of your photography chain as it can make working and finetuning the scene further really annoyingly slow.

Not including alphas into depth can be super useful for Depth of Field, it will make Depth of Field ignore semi transparent particles and stops the 'sudden square blur' that might appear due to this.

Depth of Field stacks badly with Volumetric Lighting, often times Volumetric Lighting will produce 'sharp edges' where objects would otherwise be blurred.

Depth of Field does not scale with resolution, this means that if you take snapshots at higher or lower resolution than your current window you'll have to reconfigure Depth of Field for these resolutions, Depth of Field shares this weird behavior with 'Light Softening', 'Screen Space Reflections' , 'Screen Space Ambient Occlusion' and 'Volumetric Lighting'. Keep this in mind.

Black Dragon Viewer Guide: #4 Screen Space Reflections

What is it?

Screen Space Reflections, just like Screen Space Ambient Occlusion is a screen space limited feature that aims to improve the visual quality by offering 'cheap' versions of otherwise highly demanding features, in this case full blown reflections. It's not perfect and brings its own set of issues but does a decent job of giving especially metallic surfaces a lot more realism. It does so by doing simple post process reflection calculations and aproximating what should be reflected and how much.

How does it look?

You can see that Screen Space Reflections aren't particularly realistic nor correct but they do a decent job of giving these metallic beams that extra bit of metallicness, the wall on the left and the beams in the roof also profit a lot from the reflections of sky and other objects inside the room. Generally Screen Space Reflections can massively improve the looks of virtually anything if the specularity is configured properly and normal maps are used, they also add nicely ontop of the very bland and boring default light reflections.

How can i use it ?

You can enable Screen Space Reflections by opening 'Preferences' and selecting the 'Display' tab, here you'll navigate into the 'Deferred Rendering' section where you'll find the 'Screen Space Reflections' group, you can turn SSR on or off here.

What can i change?

Screen Space Reflections doesn't offer much options outside of the resolution and brightness both options which can be found right next to the feature toggle itself. There really isn't much to change about Screen Space Reflections anyway, its highly dependent on the user content it is used on.


It's not exactly accurate nor realistic and as screen space limited feature also fails on the screen edges and cannot include objects or landscape outside of your screen. It is also a semi-expensive GPU shader feature and GPU's similar to a GTX 600 series will start to slow down if the resolution is set higher than ~13.

Screen Space Reflections do not scale with resolution, this means that if you take snapshots at higher or lower resolution than your current window you might have to reconfigure Screen Space Reflections for these resolutions, Screen Space Reflections shares this weird behavior with 'Light Softening', 'Depth of Field' , 'Screen Space Ambient Occlusion' and 'Volumetric Lighting'. Keep this in mind.

Black Dragon Viewer Guide: #3 Shadows

What is it?

Shadows, the bread and butter of Deferred Rendering and Black Dragon. Shadows completely change the environment, the mood, the scene in and around. Having shadows is the difference between day and night. Both sun and moon are a global light and in addition projectors can also be used as light sources casting shadows.

How does it look?

As you can see shadows make a huge difference, they change the entire scene from a brightly lit 'outdoor' place into a proper closed building with a roof on top. Combined with SSAO they are the single biggest visual improvement you can enable in any Viewer.

How can i use it ?

You can enable Shadows by opening 'Preferences' and selecting the 'Display' tab, here you'll navigate into the 'Deferred Rendering' section where you'll find 'Shadows' which feature off, sun and moon only or sun, moon and projectors.

What can i change?

You can change whether you want to see shadows from sun and moon only or want to include those of projectors as well. Further you can control how much ground shadows should cover and which resolution each of the 4 sections has. Note that changing the distance of one section can negatively impact the accuracy, more ground covered means less accuracy. You'll want to keep the first two sections very small. Further each projector shadows resolution can be changed as well. Shadows are also affected by 'Light Softening', as without shadows will have no blur and will appear pixelated.


Shadow resolution has a huge impact on performance and so does the complexity of the scene itself. The more complex a scene is the higher the impact of shadows will have on your framerate this is just amplified by shadow resolution. Shadows will also always appear pixelated if cast by a semi transparent object or surface or are falling onto one. Nothing can be done about that, it's a rendering limitation of how alphas and light blur is implemented.

Projectors are a massive performance impact if used wrong and changing increasing their resolution just worsens it.

Shadow distance can make or break your shadows, if you configure them badly you'll end up trashing your shadows completely, if you can't figure out good distances, try the 'Automatic Shadow Distance' option, it gives you far less options but does a decent job if you can't do it better yourself.

Black Dragon Viewer Guide: #2 Screen Space Ambient Occlusion

What is it?

Screen Space Ambient Occlusion (or in SL commonly only known as Ambient Occlusion which is a combination of several features) is one of the most common and basic advanced shader features used to produce a more realistic scene, Screen Space Ambient Occlusion is used to give the scene more depth and fake 'secondary shadowing' in a cheap and affordable way, or simply to calculate Ambient Occlusion of a scene.

How does it look?

Notice the darkening around objects touching other objects? It is a bit hard to see as these building parts already bake Ambient Occlusion partly into their textures but you can clearly see that especially the curvy walls in the back get some depth and actually look curvy with SSAO rather than like a flat distorted wall. The transition between the front truss and the wall aren't as harsh anymore either and their shape is defined a bit more, their metallic surface is shaded better and convey the depth better. Most people would call it "It looks less floaty" objects look more integrated into the scene rather than abstract floating objects painted on top. Ofcourse without shadows this effect is not complete, it would look a tad better with shadows.

How can i use it?

You can enable Screen Space Ambient Occlusion by opening 'Preferences' and selecting the 'Display' tab, here you'll find the 'Screen Space Ambient Occlusion' tab and its coresponding options.

What can i change?

Screen Space Ambient Occlusion comes with few but very important options. You can change the blur size (Blur Size), the strength/darkness/brightness (Effect), the radius (Scale), the max radius (Max Scale) and the distance inclusion (Factor). In addition to these options Screen Space Ambient Occlusion will also react to the Deferred Rendering option 'Light Softening' which can be found in the 'Deferred Rendering' section, it controls whether light (and thus SSAO) should be softened or not.


Screen Space Ambient Occlusion as the name implies is only used in Screen Space, objects outside your view are not included and thus not properly included when they stick into your screen partly, most noticeably SSAO will not correctly work at the edge of your screen, this is a limitation of SSAO but the price of a very cheap feature.

Screen Space Ambient Occlusion does not scale with resolution, this means that if you take snapshots at higher or lower resolution than your current window you'll have to reconfigure Screen Space Ambient Occlusion for these resolutions, Screen Space Ambient Occlusion shares this weird behavior with 'Light Softening', 'Screen Space Reflections' , 'Depth of Field' and 'Volumetric Lighting'. Keep this in mind.

Black Dragon Viewer Guide: #1 Deferred Rendering

What is it?

Deferred Rendering (also commonly and falsely known in Second Life as Advanced Lighting Model) and correctly labeled 'Deferred Shading' is a commonly used rendering technique which moves the actual shading to the second pass of vertex and pixel shaders, while the first is solely used to gather relevant information that will be used in the second pass to calculate lighting and shading. It's biggest advantage is decoupling the lighting from the geometry pass which allows rendering a lot lights for instance without a big performance impact compared to the normal rendering approach. Generally Deferred Rendering should always be enabled, it should only improve performance if anything, most modern hardware will actually see a performance hit when disabling Deferred Rendering. Deferred Rendering is also the foundation for other advanced rendering features such as Ambient Occlusion, Depth of Field and rendering shadows.

How does it look?

The difference, aside from an overall brighter image lies in the details here, these walls have normal and specular maps, with Deferred Rendering enabled they become visible, you can also see the metallic reflection a bit better as it is now correcty reflecting light, although keep in mind that this is without shadows and most of this should not receive any direct sunlight. Overall it is a slight improvement over Legacy Rendering and only the foundation of all other features.

How can i use it?

You can enable Deferred Rendering by opening 'Preferences' and selecting the 'Display' tab, here you will find a checkbox in one of the major tabs labeled 'Deferred Rendering'.

What can i change?

Without any additional features enabled Deferred remains mostly static, you'll find all of its options in the 'Deferred Rendering' section of 'Display' settings, those include Antialiasing, a bunch of light options and whether you want light to be smoothened or not.


Deferred Rendering will add a bit more texture memory usage on top of the possibly already very limited amount you've got, keep that in mind.

Thursday, December 19, 2019

Black Dragon 64x - Update 3.6.9 "Manipulating Dragon"

Two days ago i released 3.6.9.

It mainly contains LL's new code (which is needed for the mercurial to git transition) and contains some fixes for stuff and a new feature some of you have wished for: Disabling all those pesky, handwritten, informative tooltips that i made for you so you can ignore them and continue asking me what a slider does rather than reading the tooltips. Also Flickr and Twitter share have been removed (coming from LL).

Aside from that, fixes from me, a few changes regarding the labeling of certain inventory features and some temporary changes to DoF as well as an improvement that will stay. Depth of Field now has a depth check to prevent it from going off around edges that are spaced far between each other, this should prevent the "halo" around edges of objects especially with strong blur. Also i've disabled the close-blur for Depth of Field, this means (for now) you can zoom really close, pull the focus point back and blur the shit out of a picture's background without having to fear that the foreground starts blurring as well. Here's an in progress comparison shot, you can see the difference around my ears on the lower left corner.

Here's an example of extreme blur without the near-blur.

Good mh?

I've also started fixing some of the preferences translations. We might be seeing some more german UI updates in the future, wohoo.

Also i'm sorry that i didn't yet add the latest Patrons to the list, this was sort of an "emergency" update once again as this is the last update based on the mercurial repository before i switch to git and god knows when i'll get around to do the rest of the update with that, i'll still have to learn how git works, get everything set up and all that stuff... this will take some time which is why i opted to release the update as is, there's nothing gamebreaking in it so...

By Beev Fallen
By Doll Parts