Jump to content
The Dark Mod Forums

duzenko

Active Developer
  • Posts

    4149
  • Joined

  • Last visited

  • Days Won

    50

Everything posted by duzenko

  1. What is the Linux version of qwglMakeCurrent? The function is rather simple. void GLimp_DeactivateFrontendContext() { qwglMakeCurrent( NULL, NULL ); }
  2. SteveL's did not consider his presumably superior implementation ready for public release. Have to settle with mine until he returns.
  3. I think multiple processes is bad when multiple threads in one process is enough
  4. I see. Maybe this could be interesting for you: https://stackoverflow.com/questions/200469/what-is-the-difference-between-a-process-and-a-thread
  5. That's bad design. It's like you take N buses to transport N passengers. Those were happy days. Still need to draw a line between a tab and a process though. Back to topic, I can't remember FF crashing on me. Maybe if you're used to chrome crashes then it's kinda makes it ok that it only crashes in one tab.
  6. Two tabs - four processes. Uninstall. Hmm... There's an option to limit number of processes. Maybe will give it a try...
  7. How many background processes does it launch? If I wanted a browser that eats all RAM I could have gone with Chrome ages ago.
  8. I doubt that. All caulk surface in my experience just don't make it to the renderer.
  9. Is that it (my previous post) or is there something else?
  10. Where are we on public access to assets svn? Bikerdude, there is a problem with the pump station in the beginning of the politics part. There is a square something right where the skybox surface is. It gets in the way of the new fast sky render. It seems to be a part of the pump station area, because it only shows when the door to the station is in player's view. Can we do something about it?
  11. All bug reports are greatly appreciated. Not sure about how to reproduce the fireflies - I actually can't see them at all. Is it the place with a pond and a fire with some bottles? I can see the moving light interactions, but not the light sources.
  12. The caulk surface don't draw at all allowing the leftover pixels from the skybox render to be reused. It was a smart trick to show the geometry above the "ceiling". Regret it now makes things harder. I thought about that more than many times. I'm afraid there are blocks here. It will break the complex skyboxes that have surfaces of more than one depth. It will also break transparent surfaces in the main view, maybe fog and smoke too. For one there was a skybox draw forced by player view when current area has sky. But @grayman says he also puts small "invisibile" surface with textures/smf/portal_sky. That will be incompatible with my idea of scissoring the portal_sky surface.
  13. BTW when was the skybox rotate bug on AMD fixed? It was like that since time immemorial
  14. The skybox will be scissored to the bounds of the textures/smf/portal_sky surface. If it's only a fraction of the screen, invisible pixels will be skipped. Thanks It's not done yet though, but I saw this opportunity while working on the multiple remote camera/mirrors fix. Going to add this until the end of the week. The caulk surface does not exist as far as the engine is concerned so it's not possible to calculate its bounds. If I'm wrong and the engine knows about the caulk surfaces, point me to it. Don't want to create another thread, so here it is: remote cameras are working now when there's more than one in player's view. Ask @grayman for the sample map. Note the debug log: the attached screenshot includes 10 rendered views, 8 of them subviews. Please be careful with this feature.
  15. TDM 2.06 will have a special optimization for skybox surfaces that use the textures/smf/portal_sky material. The caulk sky won't have it and will be slower to draw.
  16. r_customwidth 2560 r_customheight 1080
  17. My 5 cents. I don't like how TDM handles frob now. Each frobable material has these two extra stages, and not only it makes loading a map slower (because of extra data parsing) but it also adds extra draw call when an entity is selected. Instead I would propose to highlight the entity in the standard ambient shader by simple color add. (cubemap wrap, etc). This way once changed in the GPU shader code it would apply to all materials. It would also allow different. configurable frob visuals.
  18. Makes you kinda wish they bundled a blackjack controller, Wii-style.
  19. How about adding the VR code in the trunk svn?
  20. Supposedly, but what prevents it to compare the output size with the original and discard the bigger one?
  21. Prompts the question: why recompress at all if the result is worse that the original?
×
×
  • Create New...