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Everything posted by duzenko
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
I might have found it bool CacheIsCurrent( const vertCacheHandle_t handle ) const { if( handle.isStatic ) { return true; } return handle.frameNumber == ( currentFrame & VERTCACHE_FRAME_MASK ); } If handle is all zeros (think animated models), the function returns true each 4096th frame. Should it also check for IsValid() or something? Full stack trace > TheDarkModNoTools.exe!idVertexCache::CacheIsCurrent(const vertCacheHandle_t handle) Line 138 C++ TheDarkModNoTools.exe!R_CreateAmbientCache(srfTriangles_s * tri, bool needsLighting) Line 47 C++ TheDarkModNoTools.exe!R_AddAmbientDrawsurfs(viewEntity_s * vEntity) Line 1228 C++ TheDarkModNoTools.exe!R_AddModelSurfaces() Line 1357 C++ TheDarkModNoTools.exe!R_RenderView(viewDef_s & parms) Line 1164 C++ TheDarkModNoTools.exe!idRenderWorldLocal::RenderScene(const renderView_s & renderView) Line 722 C++ TheDarkModNoTools.exe!idPlayerView::SingleView(idUserInterface * hud, const renderView_s * view, bool drawHUD) Line 527 C++ TheDarkModNoTools.exe!idPlayerView::RenderPlayerView(idUserInterface * hud) Line 833 C++ TheDarkModNoTools.exe!idGameLocal::Draw(int clientNum) Line 3664 C++ TheDarkModNoTools.exe!idSessionLocal::Draw() Line 2555 C++ TheDarkModNoTools.exe!idSessionLocal::DrawFrame() Line 3022 C++ TheDarkModNoTools.exe!idSessionLocal::FrontendThreadFunction() Line 3056 C++ -
Appreciate the testing. Try revision 7584.
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How much damage could have been avoided if a due collaboration process was established. Changes by other people had to be accepted or declined by mission author. It's a simple one click procedure. If anything, it should have been Biker offended by his contribution been discarded. An explanation given. Biker redoing his stuff on a lesser scale and learning from his mistakes. None leaves the mod. No forum outages. No toxic fallout. Someone needs to take responsibility for escalating routine work tension into a supernova explosion. And it's not Biker, he was the one getting shit done. Biker made an effort and conceded he made a number of mistakes. Can anyone else?
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Late to the party, didn't read beyond the few first posts. Good idea but mappers immediately sense the threat to their principle "it's mine, don't touch".
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7581 fixes envshot for the simplest setup: FBO & SMP off, shot size default (256 or whatever). Didn't have time to test with other setups. Let me know how it works for you. The code looked odd. No idea how it could work before in the first place.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Is there some VBO status tracking cvar like we have with e.g. r_showprimitives or r_debugRenderToTexture? Geometry (mostly animated models) misses ambientCache occasionally, which triggers missing model in one or few frames (thus flickering). Just noclip to the bad guy's room in Closemouthed Shadows and watch him for a minute. I believe it happens to all AI models every now and again. -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
About 2.07. What do we do about occasional missing ambientCache and geometry flickering? -
After posting that I realized the problem was one of the recent changes in svn, that somehow impacted draw call speed. I fixed that now. False alarm!
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It's so easy to get emotional over perceived display of disrespect in the Internet. Can't help but wonder what happened on the infamous RL meetup between B and SteveL, as well as why Melan wouldn't just have discarded B's unwanted changes and exchanged apologies.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Exactly, but we don't need the Doom3 backends for that. In fact, they would only add more clutter. -
Was the throne hall in Old Habits1 always that slow? It's 4K draws but really was that an issue back when it was released?
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
What "ARB, Cg, ARB2, NV20, R200" all did was interactions (but using legacy ftransform's, etc). Now we have to do everything in GL4. Adding the new GLSL backend is essentially what I did, except it's an "if" instead of the old "switch". Just adding the new GL4 interactions backend will achieve nothing but depth fighting (per above). -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Looking at the gl4renderer branch though, it's like I can copy paste it to TDM and it will just work. -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Makes sense. However what I could do now is to create infrastructure for multiple renderer support. We'll have to have both renderers coexisting for quite some time until the map-level ARB programs are replaced. (And for testing sake as well) -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
I actually aim to have gl4MultiDrawXXX in the end, but as you pointed out, it's not compatible with the current TDM version. Which is why the function name, even though it's not using any of the MultiDrawXXX yet. I'm going to be changing a small thing after thing for a while, like I did last year with texgens (which was painful enough). The Z-fighting is an unexpected headbump though. Will have to think about it when it comes to that. I was going to start adding modelView matrix uniform to shaders soon. As for the memory thing, I meant this tri.ambientCache = vertexCache.AllocStaticVertex( tri.verts, ALIGN( tri.numVerts * sizeof( tri.verts[0] ), VERTEX_CACHE_ALIGN ) ); Suppose size of verts is 600 bytes. Am I correct that you want to put align(600) = 608 bytes here? Do you actually try to copy 608 bytes from tri.verts? What if some of the extra 8 bytes are in "inaccessible" memory? -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Right you are, common multiple should work as well. Are you sure copying extra bytes can't result in a sudden AccessViolation now that we switched to malloc's? Where can I see your use of multiDraw's? Could not find it easily in the VR mod repo. -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
I had to disable 32 byte align of static vertex data. It's the only way to make it work with glDrawElementsBaseVertex. Hope you don't mind. -
That was for the windowed effect bug
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r_useFBO 0
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It might actually
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Try setting the resolution in TDM to be the same as the desktop
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Also, try to disable AA from the video settings.
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Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Question: are we mapping entire VBO and what driver is doing behind the scene? Is it copying our entire vertex data (static and dynamic) each frame back and forth to system memory and then to VRAM? -
Testers and reviewers wanted: BFG-style vertex cache
duzenko replied to cabalistic's topic in The Dark Mod
Do soft particles work for you when you start TDM with AA on? -
A screenshot might help. Also, try Alt-Enter.