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revelator

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Everything posted by revelator

  1. I suspect its the depthtest from the bloom code that interferes badly with the showtris code. But we dont need bloom or other fancies when using those tools, so turning these parts off should fix a good deal of the problems.
  2. if ( !w || !h // this has actually happened // nbohr1more add checks for render tools || r_showLightCount.GetBool() || r_showShadows.GetBool() || r_showVertexColor.GetBool() || r_showShadowCount.GetBool() || r_showTris.GetBool() // revelator: need this one as well, screws up showtris as pointed out by judith. || r_showTexturePolarity.GetBool() || r_showTangentSpace.GetBool() || r_showDepth.GetBool() ) { return; } Ok now were cooking with gas
  3. Great might be a conflict in the post process code screwing up then. The reason i was apprehensive about why showportals also seems to fix this is that it uses a totally different rendering chain (intermediate vs VBO), so it should actually cause more problems not less.
  4. Strange if it only affects some of us ?, but it does not seem to be limited to nvidia cause i use an AMD R9 390 and i get it to. do you use an intel card duzenko ?
  5. Oh hell, ok FBO works also if set before entering the game or after doing a vid_restart, but only if showportals are on. Do we need another toggle for FBO states ?. Im having a nasty feeling this bug is caused by a broken state change somewhere.
  6. Spoke to soon it seems. With FBO on it still causes a mess :S the tri outlines dissapear at certain angles with showportals on and FBO. Without FBO and showportals the outlines are drawn as inverted mirrors when i hit these angles, sadly i cannot get it to show these on screenshots. It only seems to crop up whenever there are two or more portals close together or intersecting each other.
  7. Ok it works fine besides a little flickering in the portal outlines when crossing a fogleaf when r_showportals are on, tbh im a bit baffled by this.
  8. Might not show up in the same spot in all maps, try running the gatehouse you will get the problem with r_showtris on just after entering the gate over the drawbridge.
  9. try enabling r_showportals together with r_showtris, it works then but why.
  10. Indeed, it seems to be related to portals and fogshaders, as an experiment i tried to run the portal debug tool and whenever i hit a fog leaf portals would dissapear Oo so ouch. Im not sure why it there does not seem to be any problems outside the debug render tools though.
  11. hmm GL_TEXTURE_COORD_ARRAY gets turned off a lot of places in the debug tools but its newer set anywhere, i commented out all instances of it and the debug functions work the same without it, sadly by work i mean not so well :/ With FBO on its completely broken, and some rendering functions which where loaded internally before have been moved to shaders, so might no longer work exactly the same way anymore.
  12. tested with FBO off, its better but still has some bugs like mirror effect on some portals, with FBO on its a mess This might take a while to fix, cause i have to find out what causes this much discrepancy between the two.
  13. I see what you mean now, looks like theres a broken mirror smacked up on the viewport. Looks like the debug tool code has not been converted to use vertex attributes yet, not sure if that would cause this kind of breakage but its worth looking into, especially since most of the renderer is now GLSL based.
  14. Yeah formatting can be dangerous, for one do not ever use it on inline assembler code or you will have a mess on hand the likes which you would probably not like to fix again. Ill keep further changes unformatted. r_showtris bugs out ?, does this happen with FBO on or off or both ?
  15. Since the engine supports loading bitmaps, i do actually have code for loading those from compiled resources. While not exactly nessesary, one could use it for loading static images such as the background of the loading screen from the game dll. Or it could also be used for loading default particlefonts without the need for any externals, unless the mapper actually wants to use a non default particlefont, in which case they can be overridden. I would adwise against loading all textures this way though since the exe would take on dimensions that only a 64 bit OS would be able to handle (think 100's of mb's or even gb's). It was originally used in a quake engine of mine for particles and effects such as underwater caustics.
  16. Replaced old TGA code with the more recent TGA2 code, benefit is that we no longer require the image flipping code hacks that has plaged TGA for years. Also it supports way more formats 8, 15 ,16 ,24, 32 bit with RLE or without. Visually it's a bit crisper, but nothing fancy.
  17. Tried RB_FillDepthBuffer_Multi just for fun and it works sorta, it breaks skyportals so thats not so good but might be fixable. Moving to batch rendering would be a nice goal though I was also wondering if i should modify the whole shebang to use glew instead of the old way ?, it would not benefit us any performance wise but it would cut down on quite a lot of the clutter. But it would also add to the complexity of the build scripts for linux since many distros use old versions of that library, so im a little conflicted.
  18. This might have been the culprit causing underwater to break -> RB_DrawElementsWithCounters. since this function was shadowed by a function of the same name but using 32 bit unsigned integers instead for the experimental multidraw function. I renamed that one to RB_DrawElementsWithCountersBaseVertex. It takes two arguments instead of one so it might have been ok to overload it but PVS studio bitched rather loudly about it so i went with the safer approach. This was btw the only place it was used RB_FillDepthBuffer_Multi.
  19. Look for revelator in the comments, i commented the changes extensively. Some formatting also took place to improve readability. I will allways comment my changes in case formatting screws up where the real changes are. lots more changes really but i left out the fixes for warnings in extlib since as we discussed they might change a lot with updates to curl jpeg png ldap etc, so next time one of those libraries gets updated all those changes would have to be redone anyway.
  20. Ok upped my recent changes. Fixed an attempt at minimizing scissoring in tr_render.cpp. Non FBO DepthCopy and FrameCopy refined a bit. Now using c++11 nullptr in places where NULL was used, In C++ NULL is not a pointer to 0 but an octal integer 0 in C NULL is a pointer to 0 but that does not apply to C++. Fixed a function which was shadowed by another function of the same name. Made some changes to make lightdepthbounds more uniform, cut down on having to use the same cvar all over to one. Added lightdepthbounds to the GLSL renderers stencil shadow part also since it was missing there, was this intentional ?. (no adverse effects and i tested it extensively so id reckon no, but who knows). Reordered a few ugly externs, i hope the readability is a bit better now .
  21. Was afraid of that, would have been nice though. Reverted though im looking into making it a bit less complicated.
  22. Btw i made an experiment of moving the depthcopy code to FBO like this void FB_CopyDepthBuffer() { // AA off: already have depth texture attached to FBO. AA on: need to blit from multisampled storage if ( primaryOn && r_multiSamples.GetInteger() > 1 ) { FB_ResolveMultisampling( GL_DEPTH_BUFFER_BIT ); } else { globalImages->currentDepthImage->CopyDepthBuffer( backEnd.viewDef->viewport.x1, backEnd.viewDef->viewport.y1, backEnd.viewDef->viewport.x2 - backEnd.viewDef->viewport.x1 + 1, backEnd.viewDef->viewport.y2 - backEnd.viewDef->viewport.y1 + 1, true); } } so a bit like the colorbuffer code just above which also ment i could remove the r_useFBO cvar check and simplify the code a great deal. It seems to work when i test it in game, but are there any specific test maps avaliable where i can check to make sure that it works for certain ?
  23. Sorry im afraid my astyle plugin was set to automatic :/ i have it turned off now, so if i want to format i will have to do it manually document by document. Still need to setup a few things in my environment.
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