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duzenko

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Everything posted by duzenko

  1. Umm... Is there any bug or feature request I can be useful here? Or is this more like a general discussion?
  2. Now I think we're on the same page in terms of point/projected lights. Now looking in the backend render code I can see that arb2 path uses separate GPU programs for point and projection, but cubic only. GLSL path makes no distinction at all. Are we talking about cubic projected or "regular" projected lights? Also how do we call the "regular" lights (e.g. not cubic)?
  3. I think that's the async sound thread... So about the FBO resolution and SMP - that should be in next beta.
  4. Whip up a test a map and create a new forum thread with a feature request
  5. When was the latest beta released?
  6. No, DR is all Chinese to me. I mean the result flags in the material file.
  7. How do you set a light to be Omni or Projected? From my point of view, there are two light shaders: ambient and point. Point shader takes has a position and can cast shadows. Ambient does not. Each of the two can be cubic or "2d". The latter one takes two 2d textures for falloff and projection. I still don't see where Projected fits here.
  8. Tell you the truth I am looking for opportunities to lose as many textures as possible for performance reason. What do you think about having a formula falloff instead of texture. E.g. falloff = 1/(1+distance^2);
  9. Good to know that I'm not the only one running TDM on Intel Do you have r_usefbo 1 and if so do you often see depth fighting?
  10. minimum system requirements should be OpenGL 2.1, but the new GLSL was not tested on anything older that 3.1 yet
  11. Yes, use SMP and fbo resolution at the same time.
  12. I'm confused if we're talking about ambient or interaction lights here. We have separate GPU programs for these: interaction and ambientInteraction. I assume it's interaction light? It sounds like you want a falloff texture on your cubic light with a project-like cubemap. I can add that but can you provide a test map and assets for testing?
  13. Does it still happen after r_usefbo 1 and restart?
  14. Does not have to be an integer. Values like 1.5 are accepted too. Fixed in svn trunk, @grayman should include this in next release.
  15. Anyone having problems with r_fboResolution: try com_smp 0 or r_useScissor 0
  16. interaction VWARNING:shaderCompileFromFile(glprogs/interaction.vs) validation ERROR: 0:40: 'var_WorldPos' : undeclared identifier ERROR: 0:40: 'u_modelMatrix' : undeclared identifier ERROR: 0:40: 'u_lightOrigin2' : undeclared identifier ERROR: 0:40: 'assign' : cannot convert from '3-component vector of highp float ' to 'highp float' F WARNING:Program linking failed Fragment shader contains a user varying, but is linked without a vertex shader. Out of resource error. Unfortunately @grayman branched the beta on the day glprocs were broken on nVidia Try the glprogs from @nbohre1more's post above
  17. Added you to Biker's PM thread where he uploaded the test files. Was going to test this myself some day but have not had the time yet (and low self-expectations in the dmap area)
  18. First mission be the New Job? From your description is sounds like model skinning might be the bottleneck.
  19. Anyone having a problem with r_fboresolution please create a separate thread and post your .cfg in there. Please create a separate thread for cubemaps as well. Piling all my bugs in this thread got too messy.
  20. Briarwood Manor is known to be slow due to unnecessary high-poly bushes. Anyone can make a map that is too slow. Goes without saying that all advice on improving performance/cpu bottleneck is appreciated. I don't use that particular map for performance testing for the reason above but e.g. Rightful Property bottleneck is AI calculation. Ideally we might want a separate thread for that but my last-year attempts crashed because AFAIR collision manager was not thread safe.
  21. I guess, but then you would have to compare the fps from previous run which is tedious and not exact
  22. Then wait for next beta BTW how projected lights are technically different from point lights? Can't you bake projection in the light cubemap?
  23. @stgatilov found a bug in the cubemap light shader. Can you build from svn trunk?
  24. Try quick save\load after switching to shadow maps to clear the shadow tri's
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