Jump to content

zoot

Community Members
  • Posts

    1.557
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by zoot

  1. Okay, but then you would need many more (16^(2x2) or something) blending textures to cover all cases and you would still have artifacts, just not as frequently.
  2. I get no errors. It's on the 'Tropical Island' map with ARB. Edit: It also happens on Punjab 3, so I assume all maps (with water) are affected.
  3. I don't think that is the right solution, unless we are talking about different things. What I am talking about are the jagged, zig-zagging artifacts that readily span more than 2x2 tiles:
  4. That worked, but there seems to be an issue with the water shader and the SoD: When I enable the water shader under 'Settings', water is rendered even in the areas that are supposed to be covered by SoD.
  5. It would, but I am unconvinced that it would resolve the staircase artifacts in any way.
  6. I'm getting: ERROR: Failed to compile fragment program 'shaders/arb/water_high.fp' (line 47): line 46, char 1: error: syntax error, unexpected BIN_OP, expecting ';' ERROR: CRenderer::EndFrame: GL errors occurred
  7. Wouldn't larger textures just make for artifacts of higher resolution?
  8. So, are you suggesting replacing the current blending textures with dithered ones? Or would it involve some new blending technique too?
  9. Okay, in your latest version I just get a segfault when trying to add the temple in Atlas: Segmentation fault (core dumped) Not sure what info would be useful for you.
  10. I swear I haven't touched that parameter. I'll have to try pulling again. Edit: Ah, I was one commit behind.
  11. As far as I can tell from the code, you are using an coordinate index of 8 on the line where it crashes. Wouldn't that exceed the limit by one because the arrays begins at index 0? I get this from the command line: $ glxinfo -l | grep MAX_TEXTURE_IMAGE_UNITS_ARB GL_MAX_TEXTURE_IMAGE_UNITS_ARB = 16
  12. I'll try that, but for now I got this from the command line: $ glxinfo -l | grep GL_MAX_TEXTURE_COORDS GL_MAX_TEXTURE_COORDS_ARB = 8
  13. Where exactly would I add that? Tried in main(): ../../../source/main.cpp: In function ‘int main(int, char**)’: ../../../source/main.cpp:554:41: error: ‘glGet’ was not declared in this scope
  14. Thanks. This is the error I get: ERROR: Failed to compile vertex program 'shaders/arb/model_common.vp' (line 45): line 35, char 39: error: invalid texture coordinate unit selector ERROR: Failed to compile vertex program 'shaders/arb/solid.vp' (line 1): ERROR: CRenderer::EndFrame: GL errors occurred
  15. Which model should I use? I tried with structures/romans/temple_mars2 and got an error message but now I can't reproduce it. Does anyone know how I can reset the cache thingy used by the game?
  16. I didn't quite understand it, to be honest. Perhaps you can elaborate? Personally, I very much dislike the staircase artifacts.
  17. What if we 1) identified the tiles making up the border between the two differently textured regions, 2) fitted a curve to this border and then 3) applied a blending mask along the curve (sharp mask for "roads", dithered mask for sand, etc.)? I believe there is already some logic for drawing curves in the engine (used for territory borders).
  18. Then you need to look closer! You can basically trace 'staircases' along some of the transition lines in the first image, while in the second image they are completely smooth and curvy. The problem with blend textures/masks/maps/whatchamacallit seems to be that there are so many cases to handle. I'm not sure, but I think maps do not currently store any such priority/ordering/layering information, though that ultimately may prove a useful path. The feature in Atlas seems more like a 'trick' that gives the map author a way to pick which blending texture is used.
×
×
  • Create New...