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vladislavbelov

WFG Programming Team
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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.

  6. 3 hours ago, ChronA said:

    I think this misses the point of the complaint.

    I think I wasn't clear. In the first sentence I was talking about scaling a model on a way to converting from 3D model through DAE to PMD (our binary format to store a model/mesh).

    3 hours ago, ChronA said:

    The ability to rescale things DOES already exist in the 3D modeling software

    It's true and that's why we don't have scaling on the mentioned step.

    3 hours ago, ChronA said:

    But for anyone who doesn't know how to use Blender it is a huge impediment to their ability to mod the game. 

    It's simpler to have a link on wiki how to do that step for different editors than implementing and supporting that step in our engine.

     

    My second sentence was about runtime scale. When you already have a single PMD of a tree and you want to place it on a random map with different sizes.

  7. On 09/11/2022 at 11:01 PM, hyperion said:

    The main use of such a feature I see that one could model with a realistic scale or for example shrink the current ships for testing.

    I think that kind of feature should be on the side of a 3D modeling software, because it might be more flexible there.

    17 hours ago, wowgetoffyourcellphone said:

    randomly scaling trees for example

    That seems the most reasonable usage for that kind of scale.

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