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revelator

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Everything posted by revelator

  1. Probably also the VBO code ? plus a cleaned source would be nice i hope
  2. If you have some ideas i could hook you up to my github repo, unless ofc you prefer not to but the offer is open cant break anything by just doing a pull from git, and i should be able to see the changes you have done according to an open watcom dev i sometimes do a little work for, but ill ask the dev from open watcom how he does it since i have a few commits accepted by him and he claims he can see my changes when i do a pull.
  3. Aye and it will be so from the initial checkin but since the GLEW port was a rather major change i thought it better to just start from that, the patch just for the glew changes is massive. If the devs like i could just hand over the repository to them and they could keep a version of both models, eg one with GLEW and one without but i suspect when they notice the benefits of it that they might prefer this version.
  4. I created a fork of the TDM unofficial sources with my current changes here https://github.com/r...od-Experimental all devs who want access PM me and ill set you up . My current changes would not fit well with the main fork so i prefer this way as i have cleaned up a lot allready and plan on cleaning up even more of the code. This means removing old unused gunk (theres a lot i know that from experience) fixing known bugs which allready are implemented in other engines including my own, General optimization etc. The code was formatted for better readability (tight). Untill we can get rid of boost i have updated it to the latest version 1.57. GLEW is also latest version and supports upto opengl 4.4. MH's VBO code is in. MH's precise FPS counter is in. MH's fix for Ase models sometime turning up black is in. I have fixed a number of places where something was allocated with new[] and deallocated with delete instead of delete[]. FIxed a few uninitialized variables. Fixed a number of things pointed out by PVS Studio. Fixed a fix i had done wrong, see above :S sorry i was tired when i did that number, had been up for 26 hours.
  5. Well atleast i live in denmark so dropping that at my doorstep will probably not be worth it now dont you get any ideas But yeah total bummer it works fine again, for a minute i was starting to worry that my glew code was broken but i compared it with my revelation code and there 100% the same so that could not be it phew.
  6. Also happens in debug where it throws a debug assertion failed (stream != NULL) as far as i can see it seems to be an fclose causing it. Doh i found the bug as we spoke :S i had moved a free out of a buggy function but placed it in the wrong place afterwards (facepalm)
  7. Hmm at my wits end, this one seems to be rather illusive Microsoft Visual Studio C Runtime Library has detected a fatal error in TheDarkMod.exe. Press Break to debug the program or Continue to terminate the program. The thread 'Win32 Thread' (0x898) has exited with code -1073740777 (0xc0000417). The thread 'Win32 Thread' (0xb5c) has exited with code -1073740777 (0xc0000417). The thread 'Win32 Thread' (0x1edc) has exited with code -1073740777 (0xc0000417). The thread 'Win32 Thread' (0x1c7c) has exited with code -1073740777 (0xc0000417). The thread 'Main Thread' (0x23b4) has exited with code -1073740777 (0xc0000417). The program '[3416] TheDarkMod.exe: Native' has exited with code -1073740777 (0xc0000417). strangely my own engine builds and runs now after i repaired the compiler.
  8. Agh looks like i broke my development environment i cannot create working executables anymore. Seems like installing DXSDK breaks msvc 2010 so im about to reinstall sp1 and hope this fixes it. 0xc0000417 if you suddenly get this error in the windows logs then you most likely have the same problem. the problem with DXSDK is that after windows update has run and you try to install it you will get an error about the msvc library because it has been updated, and no longer matches so you have to remove it again to install DXSDK and then run windows update to reinstall the updated msvc runtimes, well sadly windows update found nothing in my case and my compiler broke.
  9. updated patchset with some last minute changes. http://sourceforge.net/projects/cbadvanced/files/gtkradiant/darkmod-patchset-14-11-2014.7z/download TGA updated to TGA2 GLEW headers reordering. added comment in the scons files for linux about the change to GLEW and removal of the deprecated and not even used gllog functions. removed the unused glext.h header from project (all that is now handled by GLEW). removed the APIENTRY hacks in qgl.h also handled by GLEW. added linux GLEW header to qgl.h and encased the includes in #ifdef(WIN32) etc. because of the idlib parser. added bilerp power of two check to the CopyDepth function and changed GL_LINEAR to GL_NEAREST because linear mode is a waste on grayscale images. Tested works just honky dory, the bilerp seams check is probably overkill on a grayscale image but it does not hurt and better safe than sorry.
  10. make a batch file and yank this in it. @echo off ATTRIB *.* -r -a -s -h /s /d DEL src\*.suo /S /Q DEL src\*.user /S /Q DEL src\*.sdf /S /Q RMDIR src\ipch /S /Q RMDIR src\build /S /Q RMDIR darkmod /S /Q ECHO Done PAUSE eases keeping the directory clean when doing git uploads
  11. uploaded the patchset here http://sourceforge.net/projects/cbadvanced/files/gtkradiant/darkmod-vbo-patchset.7z/download these hold all the changes i have made up to now. i have numbered them so you can apply them in the correct order with git.
  12. using tortoisegit to commit but i cannot do a push as i dont have access to do that, unless you can give me temporary access ofc ?. If i do get temporary access i can commit all changes at once and it should show emmidiatly on github. my github name is the same as i use here -> revelator.
  13. Aye noticed that, it seems id fixed idlib for BFG, but atm its a bit of a guesswork for me to figure out what i need to change in vanillas for it to work correctly with msvc > 2012. As pr microsoft itself they changed floats to use SSE math instead of FPU math so theres probably more that needs looking at. Btw nbor did you have problems seeing my commits on github ?.
  14. Btw i remember that i experimented with double epsilons compared to just epsilons ?, i changed idlib to test against both now and use the one that gets nearest to the correct value so next step would be checking if it has any effect on building the engine with newer msvc. Hopefully it fixes some of the bugs that we had with newer msvc breaking the shadow volumes.
  15. +3 yeah should get rid of it unless it would be a mess rewriting it to use std instead, so far i see nothing that cant be done by the standard libraries but im probably not good enough with C++ to do it . As for performance with the new VBO routine it differs a bit but most have noticed that it seems smoother myself included, it does offer a little more FPS compared to when its off where i get around 70 FPS with vsync off and on where i get around 90 FPS, it would ofc depend on the muscle your GFX card has so its hard to say how much a normal user would notice it.
  16. Took a little digging but heres the description from MH himself. Ok im going to remove that part again just wanted to know if there would be any pitfalls and seems there are so not going in. P.s finally nailed a rather obscure bugger with GLEW + vanilla, the typeinfo program would error out of the parser claiming that _MSC_VER was not defined which is utter and total bullshit on an msvc compiler, well guess what you need to enclose 3rd party headers in #ifdef WIN32 for windows headers #ifdef __linux for linux headers and so on and then it works ofc if i had left any linux support in my own engine i would have tons of those defines but atm it only supports windows so this one was rather odd.
  17. Small question for Stevel, what do you think about this change ? // anything that references _currentRender or _currentDepth will automatically get sort = SS_POST_PROCESS // and coverage = MC_TRANSLUCENT for (i = 0; i < numStages; i++) { shaderStage_t *pStage = &pd->parseStages[i]; if (pStage->texture.image == globalImages->currentRenderImage || pStage->texture.image == globalImages->currentDepthImage) { if (sort != SS_PORTAL_SKY) { sort = SS_POST_PROCESS; coverage = MC_TRANSLUCENT; } break; } if (pStage->newStage) { for (int j = 0; j < pStage->newStage->numFragmentProgramImages; j++) { if (pStage->newStage->fragmentProgramImages[j] == globalImages->currentRenderImage || pStage->newStage->fragmentProgramImages[j] == globalImages->currentDepthImage) { if (sort != SS_PORTAL_SKY) { sort = SS_POST_PROCESS; coverage = MC_TRANSLUCENT; } i = numStages; break; } } } } this would mark _currentDepth as a postprocessing command in the engine. im toying a bit with sikkpins ssao shader from the feedback engine to see if its useable with the depthmap changes we cooked up.
  18. could still make the interfaces for them even if unused but not sure if TDM would be the right port to do it in, probably better to make a repo somewhere and copy of some engine with most of the work allready done and go from there. Your welcome to copy of mine allthough i dont have most of those postprocess shaders down yet its on the planner.
  19. Should be doable with shaders depends on how much cruft the devs will accepth though.
  20. Hehe not unless you want to keep your job comitted a few more tweaks, and a request to update the boost libray used as the version TDM uses has a problem that was fixed in later versions. I allready made a new version for revelation though i only use boost in one place atm, i could add that one to the next commit. If you want i could move the changes i made in revelation to use depthbounds testing with light as well as shadows ? it might all add up to better performance
  21. Your welcome m8 hehe. Had to ammend the first commit as i forgot to clean up the build directory everything should be in order now though.
  22. Ok tested and works like a charm i have committed the changes to your github account. Changed to static GLEW. Fixed a few buggers pointed out by fabian sanglard. New VBO code. Engine is now GLEW based.
  23. Btw i have removed the old opengl logging functions from source they newer worked anyway and it also makes porting to GLEW more easy. I also started getting rid of the buggers pointed out by fabian sanglard as well as a few i discovered later. They dont do anything for speed but they might avoid a few crashes that could normally crop up. Ill also start yanking in fixes from other engines like the now defunct iodoom3 and dhewm3 that dont affect how the engine works.
  24. http://sourceforge.net/projects/cbadvanced/files/gtkradiant/darkmod-svn-build.7z/download first build with GLEW and new VBO. I have linked it to the shared version of glew to ease debugging but when im satisfied theres no problems ill change it to use the static version.
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