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fabio

WFG Programming Team
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Everything posted by fabio

  1. I noticed I got black stone bases also with the r300g driver, but they appear fixed now that I am at 0ad r9179 with the same driver version. I then updated the r300g driver to cd2857fae16e1352f39b37f611797e66619d3fe5 and run 0ad under gdb with a breakpoint at radeon_program_tex.c:155 (that line has moved in the meantime) but I never got here (with both 0ad standard/modified FP). I'll attach the updated r300g debug output anyway. Also interesting that with classic r300 there is no FOW, all the map is visible from the start (it's OK on the minimap however). This is a driver bug, but I was expecting that for performance reasons the black on FOW was forced by the game engine and never sent in any way to the graphic driver. r300g-debug.txt r300g-debug-no-tex-mul.txt
  2. With r300c trees and other objects (stone bases) are all black. Enabling shadows fixes the blacks, but shadow are completely borked. With r300c with TEX and MUL disabled trees are OK but stone bases are still black. Shadows still are still broken. I think these are r300c regression (the shader compiler is shared between r300g/c and nobody still tests r300c when the compiler changes...). Taking number from this is probably meaningless.
  3. r300g (mesa master up to 4a7f013f9db793dab8dbc9f71646dab49f12ed2f) debug outputs attached. 0ad run with: RADEON_DEBUG=info,fp,vp,pstat ./0ad -quickstart -autostart=Oasis > r300g-debug.txt 2>&1 r300g-debug.txt r300g-debug-no-tex-mul.txt
  4. Or maybe it's a limit of mesa shader compiler. It would be nice to compare my numbers with other drivers/cards.
  5. I added it to comment 13. On Miletus this is the fastest combination, while on Oasis it is faster but still slower than fixed and vertexshader.
  6. And here are the screenshots for Oasis with info on render pressing F11 3 times. It looks like there is some game randomizations anyway for trees, stones and animals: default vertexshader fixed
  7. Here are some better datas: Common setting on local.cfg: windowed = true I also added renderpath = VALUEwhere VALUE is shader, vertexshader and fixed Data taken on first screen pressing SHIFT-F and then F11 after starting 0ad with: ./0ad -quickstart -autostart=MAP MAP renderpath FPS render (msec/frame) Miletus def/shader 12 77-80 vertexshader 13 72-73 fixed 13-14 68-69 def + comm shad 14 66-67 Oasis def/shader 10 96-98 vertexshader 12-13 77-78 fixed 13-14 70-71 def + comm shad 12 80-81 Let me know if you need any other data. EDIT: added def + comm shad data (default + commented shader) as requested on comment 16.
  8. On my Radeon X1600 with gallium r300g driver the shader renderpath gives about 5-40% slower FPS depending on the map, but other than that I see no obvious bugs.
  9. Nice to have random map since I already know the current maps. I tried the Latium map and it's working fine. I would have expected a slow map generation but it's as fast as the regular maps. I noticed some issues, not related to random maps. Warning and missing textures: WARNING: CTerrainTextureManager: Couldn't find terrain cliff_medit_beach ERROR: Failed to find file: "art/textures/skins/props/head/pers_fem_a.dds" ERROR: Failed to find file: "art/textures/skins/props/head/pers_fem_b.dds" Also I choose the Demo AI with Iberian opponents. For some reasons they created a huge amount of women, but not any soldiers, and sent many of them to my hq.
  10. The Phoronix effect...: http://www.phoronix.com/scan.php?page=news_item&px=OTIwOA Could you highlight/mark extensions currently used by 0 A.D. in the report?
  11. A WWII mod would also be nice... it always comes to my mind when I load a desert map.
  12. Ykkrosh thanks for looking into (and fixing) this!
  13. Update: it looks like this is a mesa bug, a developer would like to have a simple test case for this: https://bugs.freedesktop.org/show_bug.cgi?id=31159#c1
  14. You may also dual license new content with CC-BY-SA 3.0+ and GPLv3+ (so that other GPL-content games car reuse it). However you can't do this with content derived from 0 A.D. because it's only CC-BY-SA.
  15. Note that NC licenses are also not compatible with Debian. Best would be to require only CC-BY-SA v3.0+ which is compatible and already used by 0 A.D. itself.
  16. Was he able to restore the data from the disk? It's possible even if the disk is partially damaged, there are company that do that...
  17. Very nice! Can you also shows the OS? Anyway I am not able to compile 0ad on Linux since yesterday, it stops to: SimContext.cpp ParamNode.cpp ComponentManagerSerialization.cpp Linking simulation2
  18. Confirmed fixed (fast!). It's nice to see some active development again, it seems that's after alpha4 it has slowed a bit.
  19. The new fog rendering looks great indeed! I noticed a problem, however, at the bottom of Miletus (I am on 8885):
  20. This is also a know issue: http://trac.wildfiregames.com/ticket/577
  21. Someone should fix this driver bug:https://bugs.freedesktop.org/show_bug.cgi?id=24047 or you could just apply the patch at comment #18 and recompile the driver.
  22. try to run it from the console and post the output you get.
  23. OK, however the keyword are not standardized (as milestones, components, ...) and thus visible on the trac, so one should know what are the keywords available (review, simple) to use them. I added a note about that.
  24. To ease ticket searching, what about setting up some predefined report for common keyword (i.e. simple, gl, review) at: http://trac.wildfiregames.com/report Also is this page still used? http://trac.wildfiregames.com/wiki/Alpha_Release_Roadmap or it was superseded by http://trac.wildfiregames.com/wiki/GameplayFeatureStatus
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