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revelator

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Posts posted by revelator

  1. Hehe is ok im interrested in whatever fixes turn up :)

    Changing idlibs FLT_EPSILON to DBL_EPSILON does not seem to have any adverse effects and i havent run into any shadow corruption yet because of this.

    Tbh i think its ok to use these, example FLT_EPSILON is used the same way as in vanillas code checking if the value is newer above 1F and newer below -1F same goes for DBL_EPSILON

    it checks 1.0F vs -1.0F though.

  2. Aye it should not have worked at all since the number im using is the same as defined for DBL_EPSILON and as you point out its for checking floating point rounding errors.

     

    BFG uses the floating point checks in idlib so a better fix would probably be to grab the code for that,

    vanilla also has some of the floating point checks but uses a rather old version with only single precision.

     

    should probably rename LIGHT_CLIP_EPSILON to PLANE_CLIP so that it does not confuse people to its real purpose ;)

  3. Played around with the EPSILONS for light and shadows (LIGHT_CLIP_EPSILON) original value was 0.1 which is a double so i changed it to follow DBL_EPSILON

    const float LIGHT_CLIP_EPSILON = 2.2204460492503131E-16; // as pr DBL_EPSILON

     

    n222bt.jpg

     

    result seems promissing :) i had some rather nasty shadow bleed in this map and its all gone now.

  4. frag machine over at inside3d brought up something that might explain why 2013 breaks.

    We started discussing if the problem could be related to precision loss when casting doubles to float, made me wonder so i checked RBDoom3BFG and it works fine with 2013.

    Funny thing is that BFG uses double precision floats in idlib.

  5. Still here, for some reason pm's are not forwarded to my email ? so i missed out on the discussion here.

     

    Still hard at work on porting BFG's features to vanilla, so far i been adding RBDoom3BFG's depthbounds testing for both lights and shadow volumes.

    Entity and Surface sorting (to prevent GPU pipeline bubbles), refining vanillas thread handler (runs 12 threads on my rig now).

    Replacing malloc with nedmalloc.

     

    Also discovered a nasty bug with msvc2013, compiling vanilla with 2013 causes shadow volumen cut off's. I reported the bug to microsoft but untill they have it fixed i recommend using an earlier compiler.

    Msvc 2010 works best.

     

    Copied out my own project to a new project also and removed all the editors so my new version is quite lightweight now, old version is still on github though,

    latest changes are in my new version but ill merge those changes when im satisfied that things work allright.

     

    Latest change, i created code to expose the code for copying depthimages to the game dll's so real ssao is possible now,

    unfortunatly im crap at shaders and sikkpins versions wont work correctly with it unless rewritten so someone would have to fix them before it will be usable.

    • Like 2
  6. Hello.

     

    I been working on and off to get this thing working and some parts are indeed working just not giving any noticable performance improvements yet.

    The last thing thats still keeping it from release is that the #pragma omp calls dont seem to work correctly on windows (patch originated from a linux user) and will hang the engine.

    I do have the Intel compiler though and it should be possible to set it up to point out where omp would give the biggest benefit and also provide the nessesary code changes.

     

    Ill post back if i get something going :).

    • Like 2
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