Jump to content

vladislavbelov

WFG Programming Team
  • Posts

    1.417
  • Joined

  • Last visited

  • Days Won

    24

Everything posted by vladislavbelov

  1. It's irrelevant to 0 A.D. We don't use mesh shaders and don't plan to in the near future.
  2. Could you try to add the following line to your user.cfg then? smoothlos = "false"
  3. Could you try to add the following lines to your user.cfg (path to the configuration file you might find here: https://trac.wildfiregames.com/wiki/GameDataPaths)? renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Also is the issue reproducible for both OpenGL backend and OpenGL ARB backend (it's an option inside the advanced graphics tab)?
  4. Thanks! Yeah, that's intentional else the mod would be ~5 times bigger.
  5. It should be fixed in the next build (there was a fix for that kind of glitch: rP27511).
  6. It's the mod version (to keep tracking changes) not the SPIR-V version. Currently we're targeting SPIR-V 1.3.
  7. @cantfind @Graham1 I've came up with another random idea: https://trac.wildfiregames.com/ticket/6649#comment:7, but it needs to compile the game.
  8. That's expected. There is a new build that might fix the problem: https://code.wildfiregames.com/rP27519
  9. Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code.
  10. Thanks! I'll add more information to logs (currently it's not enough information to figure out the reason) and ping you when an autobuild will be ready.
  11. Hi! Could you attach your mainlog.html after running the game with Vulkan selected? Paths to logs you might find here: https://trac.wildfiregames.com/wiki/GameDataPaths
  12. It's not the hardest part. The most time consuming part is to make the lights be accounted during rendering. PBR isn't for details but for rendering consistency. With PBR an object will look well in all light conditions. Currently we have over-brighten or over-darken colors on some maps.
  13. Currently we have at least two major problems: many different materials (different only by uniform value aren't different) and many draw calls (because of complex variations). I also plan to release Technical Art Guide but not sure when I'll have time to finish it. No, I mean industry standard PBR approaches.
×
×
  • Create New...