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duzenko

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Everything posted by duzenko

  1. Make sure that you're rendering a scene that is driver limited: GPU usage < 90%, r_showSmp is printing mostly dots.
  2. GLSL ambient shader: ported from ARB minus fresnel
  3. 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.
  4. Here's how this scene looks to me on a GT 640. Can you attach your .cfg? @Nbohre1more, how does it look for you?
  5. You mean this room? Does not flicker to me on NV Did you update both source code and shaders in assets svn?
  6. 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.
  7. Fixed the color flickering. The glsl mode is ready for testing.
  8. I can't help but suspect that colorpointer call. May have a chance to check that tomorrow.
  9. nSight must work after you comment out the colorPointer call in the new glsl code. I spent a lot of time this year to get rid of the deprecated stuff with the exact goal to make TDM compatible with NSight. No idea how to use it though in this case. Yes, I meant the flickering problem that only happens on NVidia + glsl + enhanced interaction. It looks like it tries to use wrong memory as vertex data to me.
  10. I fixed the crash on NVidia but shadows appear to be broken. Since this is nvidia only issue could you check if the fence sync causes it? I don't have a quick access to NV hardware (and AMD and intel are both fine)
  11. it's a new console command to allow the tdm engine to run on two cpu cores
  12. Maybe test the "com_smp 1" performance gain in svn exe?
  13. Test the new GLSL interaction shader: "r_ignore2 1" in the svn .exe

    1. Show previous comments  2 more
    2. New Horizon

      New Horizon

      Indeed. It crashes for me as well. Any progress on this?

    3. duzenko
    4. nbohr1more
  14. Maybe try disabling vertex attributes in RB_GLSL_CreateDrawInteractions one by one?
  15. No, it's actually test_direct.vfp. Sorry
  16. That is probably correct because the assembly shader does this TEX localNormal, fragment.texcoord[1], texture[1], 2D; MOV localNormal.x, localNormal.a; MAD localNormal, localNormal, scaleTwo, subOne; No idea why they do that though. As for the xyzw/rgba thing, AFAIK they are supposed to be the same thing. None of the two shaders are mine actually. The assembly is from the previous TDM versions and the GLSL is from Pat Raynor.
  17. interaction.fs vs interaction.vfp The glsl shader wins in speed 35:33, probably because it does not do an additional cubemap texel fetch. Throw that nvidia garbage out and get yourself a real GPU like the one I have (Intel 5500)
  18. Actually they are not ignored, but the glsl shader somehow gives the normal map less weight in the output color. Can anyone look at both shaders and have an opinion which one is more correct?
  19. Ain't I dumb! I replaced qglVertexPointer with qglVertexAttribPointerARB in TDM myself just a few months ago, and I have been staring at the qglVertexPointer in the glsl code for hours and didn't see it! It works now but bumpmaps are ignored for some reason.
  20. Umm... I set r_ignore2 after map loads. Any crash details (stack trace, ...)? Fixed the missing qglProgramEnvParameter4fvARB for shadows in arb2 mode.
  21. Can't see why support 2.1 when everyone is on DX10 hardware these days: http://store.steampowered.com/hwsurvey/videocard/.
  22. I would try glMapBuffer + ring pointer writes Configurable buffer size would allow for 3+ frames of geometry.
  23. Added the r_smp cvar. My wild guess about the glitch some have with smp could be related to vertex buffer use on a thread? If so we need to switch to permanent VB data pointer that must be safer in terms of thread sync.
  24. You should now have full svn access? Could you add a switch to toggle SMP on and off?
  25. r_customwidth 1920 r_customHeight 1080
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