Jump to content

vladislavbelov

WFG Programming Team
  • Posts

    1.385
  • Joined

  • Last visited

  • Days Won

    22

Posts posted by vladislavbelov

  1. 50 minutes ago, hyperion said:

    Switching from fullscreen to windowed stretches the view horizontally possibly by gui.scale

    Only view or window as well?

    41 minutes ago, nwtour said:

    Game starts successfully with Vulkan renderer

    Did you experience any performance difference?

    4 minutes ago, asterix said:

    Yeah, I'm aware of it. It needs some investigation as we can't distinguish that SDL error from a regular one.

  2. 7 hours ago, cantfind said:

    This toy example seems to be working fine as long as I get the new window surface after changing to full screen.

    That's interesting. Could you add cursorbackend = "system" to your user.cfg (it should switch a cursor to the system one, "sdl" will bring it back)?

    You might just attach your example code here as an archive.

    Also are you able to compile the SVN version of the game? (I can provide patches to test.)

  3. 10 hours ago, hyperion said:

    camera path is still there but it seems useless this days

    It's orthogonal to a video support. And it's used for trailers.

    10 hours ago, hyperion said:

    A feature that went missing over time is video

    IMO it'd be pain to support that properly.

    10 hours ago, hyperion said:

    would be nice if that could be added back again.

    There was only video recording but not video playing.

  4. 16 minutes ago, hyperion said:

    Reading between the lines I guess @vladislavbelov would want the scaling be done on the gpu tho.

    The most interesting thing is that scaling is already done on the GPU side (as we use a complete transform matrix) :) So we need to calculate that matrix properly on the CPU side to account a possible scale.

    18 minutes ago, hyperion said:

    ensure there are no two same models.

    Exactly.

    On 13/11/2022 at 5:08 PM, hyperion said:

    "some random artist"

    The problem is that we only have "that kind of active artists". There is no art reviewer who'd say how art should be done properly in terms of performance.

    And I don't have time to finish my "Techinical Art Guidelines". Spoiler to it:

    Spoiler

    image.png

     

  5. 1 hour ago, hyperion said:

    Well, you can generate different pmd/psa per scale, that's what I meant with build time / static scaling.

    It's not a good approach for GPU, as it means more data to store and process in comparison with what we have now.

×
×
  • Create New...