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duzenko

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Everything posted by duzenko

  1. 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)
  2. 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
  3. 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.
  4. 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?
  5. 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.
  6. Nothing to merge really, simply overwrite with your version when it's fully working.
  7. 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.
  8. I ported Raynor's MapBuffer approach to trunk for now until you sort out the BFG's incompatibilities.
  9. Only SteveL knows but since I think his approach is stencil texture in FBO it should be roughly the same
  10. How about the light interaction geometry? Are vertexes duplicated or indexes only each frame?
  11. 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?
  12. 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:
  13. 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?
  14. 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.
  15. Make sure that you're rendering a scene that is driver limited: GPU usage < 90%, r_showSmp is printing mostly dots.
  16. GLSL ambient shader: ported from ARB minus fresnel
  17. I brought the enhanced ambient glsl to the same color vertex method. Please test. I will try to look later today at the difference between arb & glsl ambients.
  18. Here's how this scene looks to me on a GT 640. Can you attach your .cfg? @Nbohre1more, how does it look for you?
  19. You mean this room? Does not flicker to me on NV Did you update both source code and shaders in assets svn?
  20. No, I have been trying to port the interaction shader from ARB assembly, but there's still room for improvement. Can you send your screenshots with the difference? Is the ambient option set to simple or enhanced? I took the ambient shader from Pat Raynor's project and did not edit it yet.
  21. Fixed the color flickering. The glsl mode is ready for testing.
  22. I can't help but suspect that colorpointer call. May have a chance to check that tomorrow.
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