Jump to content
The Dark Mod Forums

duzenko

Active Developer
  • Posts

    4159
  • Joined

  • Last visited

  • Days Won

    50

Everything posted by duzenko

  1. 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.
  2. r_customwidth 2560 r_customheight 1080
  3. 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.
  4. Makes you kinda wish they bundled a blackjack controller, Wii-style.
  5. How about adding the VR code in the trunk svn?
  6. Supposedly, but what prevents it to compare the output size with the original and discard the bigger one?
  7. Prompts the question: why recompress at all if the result is worse that the original?
  8. Fix confirmed.
  9. I would expect both approaches have roughly similar speed in general, with the exception that stencil shadows are culled to light screen size projection while shadow maps are usually fixed in size. E.g. when player is a room fully lit by a couple lights (Officer Lounge in Fence) stencil light will draw in full screen size twice, while shadow map could draw in 512x512 buffer. But then player is in the street with many small lights stencil could draw each light in a screen region as small as dozens of pixels, while shadow map is still 512x512 (not that there's no way to add LOD's to that as well)
  10. I noticed that when I upload a compressed .png the uploaded file size is usually much bigger than the original. Is there something we could do about it? Here's an example. Untitled.png.txt
  11. Render geometry 6 times? Or ??
  12. How do you make a shadow map for a point light?
  13. The problem with that is the function still needs to return a pointer to driver's internal data while the other one does not return anything.
  14. I found a bug: com_smp 0 vid_restart com_smp 1Then something like Stgatilov described above happens @Cabalistic, could you look? Also com_smp 1 vid_restart results in black screen. Thread sync lockup?
  15. For us to make the proper use of mapbufferrange I think we should do one mapbufferrange per frame rather than per each surface like now. Re dynamic models: I think whatever method we could possibly use to upload data to GPU will still be much faster than instantiate the model and derive tangents. Conclusion: static geometry is fast enough as it is, dynamic geometry needs GPU skinning. The existing vertex cache is not a speed bump, and only needs whatever changes necessary to support GPU skinning. An interesting point on the mapbufferrange: it can be actually slower than buffersubdata because the latter is one way and can be nicely queued for the driver thread.
  16. Nothing to merge really, simply overwrite with your version when it's fully working.
  17. Not really, but it's a part of the bigger process of updating the engine. We should end with the BFG engine in the end, and this is one of the many steps.
  18. I think that looks like video driver bug
  19. I ported Raynor's MapBuffer approach to trunk for now until you sort out the BFG's incompatibilities.
  20. Only SteveL knows but since I think his approach is stencil texture in FBO it should be roughly the same
  21. How about the light interaction geometry? Are vertexes duplicated or indexes only each frame?
  22. Not sure when I can test that, maybe not for a few weeks. But think about this: at the time of lightgem's CaptureRenderToBuffer where is the lightgem draw command - in the frame that the backend has just completed rendering or in the frame that the frontend has prepared for the next backend run?
  23. Is there any clue for the exit location anywhere? I had to noclip to find it. What is the meaning of the hatch between the tunnel and the barracks? Can it be opened from the barracks side? Couple of visual errors:
  24. Lightgem here needs some attention. I get random but numerous driver crashes when it's enabled. I can't get my head around how its drawing is synchronized with the main render?
  25. Try the wine cellar in Caduceus of St Alban. I'm playing this mission right now and the shadow calculation of the bottle stand and 2 nearby lights, plus the wobblesky texgens, is putting my Intel on its knees.
×
×
  • Create New...