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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. But it's easy to add as I said. True, and materials use shaders, so we can add additional requirements here. Why not only shaders? Example (abstract), a shader uses the texture reading in the vertex shader from the material texture. But if it's not supported this texture isn't needed. So we don't need to load this texture. Shaders don't manage this kind of flow, but materials do.
  2. Ehm? I didn't say anything about the current state. Hehe, instancing may change batching very well. But I don't want to say many words, it'd be good to analyze solutions when they will be ready. What's the bad? Do you know difference between struct and class? True, it should be solved.
  3. I definitely agree with that. But currently engine isn't ready to easily introduce major version dependencies. We'll get a spaghetti code or even performance regressions. So it needs to do it carefully.
  4. It's not actually true, engine checks versions, but doesn't use it widely. I.e. we use VBO (AFAIK FBO too) only if it's supported as extensions. Also shaders uses "requires" and fallbacks, so it's pretty easy to add switching between real versions of GL for shaders. But the engine needs improvements for it. It exists, and it's called ANGLE, i.e. it's used in Chrome. But it's pretty limited as all universal instruments.
  5. For better quality - both, but for simpler results the shader is enough.
  6. True, but we have old and Intel video cards unfortunately, also many users may not update their drivers. We're working on actualising feedback statistics, but it's not enough to decide about supported versions. Because we also have potential players, who didn't enjoy this amazing game yet or didn't send statistics. I meant to calculate a end pixel shadow color with different number of probes that depends on the alpha value. It's not exactly what did you say about, but just a near idea. Because for more transparent pixels we can have a lower quality of shadow, because it's less visible. There're many reasons to have so number of draw calls.
  7. Yes, I'll commit it after the FF. And we can add materials with more textures. I made few experiments with BRDF on 5 textures (diffuse, specular, glossiness, metal, transmission) some time ago and it works for me, but it needs to tune some params. Do you mean just a glow material without bloom and real light emitting?
  8. Do you think we have/can have many players with OpenGL < 3?
  9. Hm, about transparency, you can try to reduce number of probes for low alpha: make a function like f(alpha) that returns a number, how many shadow texture the shader should do. @wraitii, it'd be good to think about dropping the older OpenGL versions and leave only 3.3+. It's only for low angles. right? For usual playing angles it's not really visible, at least shouldn't be.
  10. Hm, so currently your patch can not be applied as is because of lags. But, we can a little bit optimise it or add an options, which algorithm to use. I'm not sure, that it's the major reason, because for near to perpendicular triangles only a pixel line will be rasterised. I think there is a reason, why it's slower than it can be up to 2x times: many transparent things have a bigger (up to 2x times) transparent area, than it needs. Example: palms. Also did you test shadows with discard-like way? When you don't calculate shadows when the pixel is fully transparent.
  11. How did you check that exactly the fragment shader is most expensive (the grass has transparent things too as mentioned above)? Could you post you profiler.txt results here?
  12. Not only _(), but the Unicode version of the wxWidgets at all.
  13. Hi @framodan and welcome to the forum! There is a common problem about compilation with Unicode on Linux: https://code.wildfiregames.com/D1202. Do you have other errors?
  14. I mean mod's requirements, like "0ad=0.23", not real mod versions. We change many things between releases. So I think modio have to allow to play mods for players with older versions of the game.
  15. Is it possible to have different versions of a mod for different versions of the game?
  16. I think so too, but I have few suspicions, so it can be the same or a kind of the same. Or it can be something unrelated.
  17. Could it have a little more details? It shouldn't be hard.
  18. How did you do this? With the monitor buttons or NVIDIA panel? By default they use DirectX, you need to go to settings to switch to OpenGL.
  19. I've searched for the issue and I found only links about wrong drivers. And most solutions are update Windows and update drivers (or downgrade to the old one, where OpenGL works). Also as I can see you have 32bit, not 64bit OS. Our game doesn't initialise OpenGL directly, most things are done under SDL library. Do you have other games, that support OpenGL (i.e. Half-Life 2)?
  20. Also I can recommend to update drivers for the motherboard and the integrated Intel card, if they're not already new.
  21. Hi @Devilsknock and welcome to the forum! Could you attach crash dump too? We know about the wrong version detection, we'll try to fix it to the A24 release.
  22. In some cases it's pretty hard to tell that a mod breaks IP laws. Because we need to check all data, find its sources and check licenses to be sure, that the mod doesn't break IP laws. Even steam may sometimes publish games with broken IP laws. Another side is different IP laws for different countries. So I think, the possible solution is to check mod only for basic and security things, and remove the mod/make an investigation if someone reported about broken IP laws.
  23. I mean changes that lead to the bug with blue edges.
  24. It's not actually true. GUI support stretching by setting a size in percentage in XML. A more complicated logic can be implemented in JS. But it's not easy and pretty hard to maintain it. So, I can say, it presents, but it's not ready to use freely. Could you post your changes for this? A color set.
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