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Everything posted by vladislavbelov
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Yeah, that's the correct picture. Now questions: a) do you see flickering from that distance? b) do the boxes flicker (their sizes are changing along the sun direction)?
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You updated the game and some templates/JS code might be changed. That means the whole replay shouldn't be valid anymore.
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Not yet Steps: Zoom in the place where you continuously reproduce the flickering Open the developer panel (Alt + D) and enable the "Lock cull camera" checkbox Zoom out to see the whole shadow boxes Take a screenshot
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I need to see the whole bounding box (not so close ). To do that click on the "lock camera" checkbox, to fix the culling camera and the zoom out. Also is it reproducible for very small maps?
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The first one, do you see the flickering when you're looking at the boxes?
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That also can be a wrong shadow map bounding box, for example if there is an object a far away from the map. I need to see shadow map bounds from developer panel in SVN.
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You might create a debug version of your mod, where you can disable some effects or create multiple mods where different effects are disabled.
- 455 replies
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- hotkeys
- autoassign civ
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It'd be useful to understand on which step that pixelization effect appears.
- 455 replies
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- hotkeys
- autoassign civ
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Thank you! By the way, the game is pixelated only with the mod?
- 455 replies
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- hotkeys
- autoassign civ
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It'd be useful to check SVN version of 0AD on your hardware. Could you post system_info.txt? You can find it in the log folder, path to the folder for your OS in https://trac.wildfiregames.com/wiki/GameDataPaths.
- 455 replies
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- hotkeys
- autoassign civ
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ERROR: GL error GL_OUT_OF_MEMORY (0x0505) occurred
vladislavbelov replied to Mr.lie's topic in Bug reports
Hi, what's your display resolution? -
Yes, it happens because of bounding boxes bigger than actual models. If even a small piece (like 1cmx1cmx1cm) of a bounding box is visible then the whole model is going to be rendered. Possible solution is to use occlusion queries, but it doesn't fit good for old hardware/drivers or low-poly models. Another problem is that it's still possible to see all these models, from a hill for a example. So it might make sense to make angle limits smaller (mostly vertical cameras). Also you might use developer panel (Alt + D) to enable/disable culling and debug camera bounds instead of calling JS functions.
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Documentation writer - Andreas
vladislavbelov replied to Beise's topic in Applications and Contributions
Hi Andreas. If I understood you correctly, you might use the filter field. For example if you type "structures/athen" it will show you entities with names containing this text. -
Does the game continue for you? Or it's paused when your friend does minimize? I'd suggest to enable profiler when it lags (Shift + F11) and attach profile.txt (from logs folder) here.
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Usually we don't use a current text size to layout. So we have to test UI with the special language from our repo, which is combined from longest strings in all languages. The proper solution is to account the current size, but it's harder to test. Since we need to test all languages instead of the only one.
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Do we need MSAA anti-aliasing?
vladislavbelov replied to gameboy's topic in Game Development & Technical Discussion
It's more about performance and correctness, not about visual improvement (may only on broken cards, which can't mix ARB and GLSL shaders). For MSAA we have such values because it uses multi-sampling (Multi-Sampling Anti-Aliasing). And a possible option controls number of samples per edge pixel. -
Thank you for the report! I've figured out a reason of the assertion.
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0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
The problem isn't the only dependency but also a thread-safety, you can't just run simulation during rendering process, because it might invalidate some rendering data. Another reason is obsolete techniques, we don't use indirect or instancing drawing for example. -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
Then I got it. Less you see - less object the game should draw. @nani and @OptimusShepard are mostly right, we're CPU bound in most cases. I'm working on the bottleneck. I could recommend to use closer views to prevent drawing of most objects on a scene. -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
What's the FPS when the camera is close to ground and looking directly to the ground (more vertical rather than horizontal, controlled by Ctrl + W/S)? -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
Is FPS been changing if you zoom in/out? -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Snapping should rotate the building for a nearest angle to snap to an edge. Do you mean that it rotates more than it should?