zoot
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Everything posted by zoot
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
For code, I do believe they prefer having a ticket to help everyone keep track of status, but we'll see. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
The screenshot above is from the 'Tropical Island' map with GLSL. The whole GLSL shadowmap implementation seems a bit shaky on my computer (the flickering etc.), but I do not experience this particular issue on 0ad/master. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Have you created a ticket(s) for this? I guess it is quite seperate from all the other stuff. I personally hope the ARB water shader will be made default for non-GLSL rendering as the current CPU-based one looks quite hideous in comparison. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I have a problem on the 'biwater' branch. When I enable shadows, the whole minimap is revealed: If I move the camera into the SoD (outside the view of any shadow rendering, perhaps?), the minimap returns to normal. Also, shadows on water do not seem to be affected by waves on the water surface. Don't know if that is fixable. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Could you post a screenshot? Does it look anything like this: -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Okay, I've done 'git checkout -f myconid/smoothlos', update_workspaces and recompile. The issue persists. (Edit: Obviously, I also set smoothlos to false somewhere in between there.) -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Okay. Currently recompiling from scratch (clean workspaces). -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Scratch the above then. It also crashes on 8d0e60543966812eb86525eb5c8fe907bc77cce5 when smoothlos is false. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Sorry, you're right. It only happens when it is false. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It happens regardless of smoothlos being true or false. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Here is a backtrace: (gdb) bt #0 0x00007fbcc626ffa0 in ?? () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so #1 0x00007fbcc62715b0 in ?? () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so #2 0x00007fbcc6271a09 in _mesa_store_teximage3d () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so #3 0x00007fbcc6622012 in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so #4 0x00007fbcc6622554 in ?? () from /usr/lib/x86_64-linux-gnu/dri/i965_dri.so #5 0x00007fbcc625fd6b in ?? () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so #6 0x00007fbcc6260364 in _mesa_TexImage2D () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so #7 0x00000000006138e2 in CLOSTexture::ConstructTexture (this=0x421d850, unit=0) at ../../../source/graphics/LOSTexture.cpp:198 #8 0x000000000061506c in CLOSTexture::RecomputeTexture (this=0x421d850, unit=0) at ../../../source/graphics/LOSTexture.cpp:262 #9 0x00000000006157ba in CLOSTexture::InterpolateLOS (this=0x421d850) at ../../../source/graphics/LOSTexture.cpp:105 #10 0x000000000068bc03 in CRenderer::RenderSubmissions (this=0x2505c90) at ../../../source/renderer/Renderer.cpp:1365 #11 0x000000000068ca6f in CRenderer::RenderScene (this=0x2505c90, scene=...) at ../../../source/renderer/Renderer.cpp:1675 #12 0x000000000058eb41 in Render () ---Type <return> to continue, or q <return> to quit--- at ../../../source/ps/GameSetup/GameSetup.cpp:228 #13 0x000000000041db93 in Frame () at ../../../source/main.cpp:413 #14 RunGameOrAtlas (argc=<optimized out>, argv=<optimized out>) at ../../../source/main.cpp:529 #15 0x0000000000413677 in main (argc=1, argv=0x7fff8e0bbb88) at ../../../source/main.cpp:572 -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
This is the info I get upon loading it in gdb: Core was generated by `./pyrogenesis'. Program terminated with signal 11, Segmentation fault. #0 0x00007fbcc626ffa0 in ?? () from /usr/lib/x86_64-linux-gnu/dri/libdricore.so -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It says "Segmentation fault (core dumped)". Can I get any useful info out of this core? -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I still happens when preferglsl, smoothlos and fancywater are set to false. I've tried to narrow the commit range a bit: It does not crash on 9f80921728f89c15673b89575cd92a1fa0338470. It does not crash on 8d0e60543966812eb86525eb5c8fe907bc77cce5. It does crash on 3b56fb334a08f89d7c878e46b4ea1ee8e5c0e90e. So presumably it is something in the 'biwater' implementation. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
The game segfaults when I start a match on the map "Migration" in the latest commit on 'merged'. It does not happen on any other maps I have tried so far, including Punjab 3 and Tropical Island. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Also, on a sidenote, if smoothlos is enabled and the shaders have been deleted, the game segfaults. Not really surprising, but you may want to handle that like I believe it is for the water shader, namely by printing an error message and defaulting to the old non-shader implementation. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
The line-endings seem to have changed again. At some point you may want to look at doing something like this: -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
You'll want to use 'git checkout -b' to branch anew, in case you wasn't aware. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Okay, compiled "merged" branch. Unsurprisingly, it runs fine now. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
No. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Is it useful to debug on this branch? I get this: And the following errors: ERROR: CCacheLoader failed to find archived or source file for: "" ERROR: CCacheLoader failed to find archived or source file for: "" I've tried resetting the cache, but the issue persists. This is the commit I am using: $ git log | head commit 9f80921728f89c15673b89575cd92a1fa0338470 Author: myconid <christofi.cos@gmail.com> Date: Sun Jul 8 15:11:07 2012 +0300 merged & ready -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Yeah, that could probably work too. Can you give me some pointers to how to do that? Would it be similar to the layers you did for the grass? -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It's less apparent on small bodies of water, but I'd say there is still a subtle repetitiveness that makes it feel more artificial than it has to be. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
wraitii has fixed this in the latest commit: While on the topic of the water shader, does any of you know if we could reduce tiling artifacts by adding some Perlin noise?