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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. 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)?
  2. You updated the game and some templates/JS code might be changed. That means the whole replay shouldn't be valid anymore.
  3. 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
  4. It seems you didn't enable the lock. It should look like:
  5. 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?
  6. The first one, do you see the flickering when you're looking at the boxes?
  7. 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.
  8. You might create a debug version of your mod, where you can disable some effects or create multiple mods where different effects are disabled.
  9. 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.
  10. Not with absolute precision, because it's pretty complicated task, but I plan to reduce number of renderered in shadow map objects that don't cast shadows in the visible view.
  11. There is a fixed shadows feature, that I committed a couple of months ago (see default.cfg). It decreases the shadow box, also in future it's going to be used for a more precise shadow rendering.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Thank you for the report! I've figured out a reason of the assertion.
  18. 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.
  19. 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.
  20. 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)?
  21. Snapping should rotate the building for a nearest angle to snap to an edge. Do you mean that it rotates more than it should?
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