Search found 2044 matches

by scrawl
20 Oct 2017, 12:27
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2319

Re: osgb/osgt animation format support

Any way to wireframe view these bound spheres both before and after in game? I had just that when I initially coded this... tried digging up from the git history, didn't find it, possibly never got committed. Anyway, it's pretty simple: use an osg::ShapeDrawable to represent the sphere, set it to w...
by scrawl
18 Oct 2017, 10:51
Forum: Mod Compatibility
Topic: Jasmine Mansit dwemer crank issue
Replies: 2
Views: 106

Re: Jasmine Mansit dwemer crank issue

Looks like OpenMW is missing the explicit variant of 'OnActivate' function.
by scrawl
18 Oct 2017, 10:49
Forum: Development
Topic: osgb/osgt animation format support
Replies: 34
Views: 2319

Re: osgb/osgt animation format support

The spheres are used to set a bounding box for the whole rig depending on its current pose. You should be able to compute a bone sphere at runtime by taking all the vertices influenced by that bone then measuring the maximum distance of any vertex from that bone's bind position. Alternatively, or as...
by scrawl
17 Oct 2017, 14:20
Forum: Off Topic
Topic: WPA2 has been compromised, upgrade yo s***
Replies: 5
Views: 289

Re: WPA2 has been compromised, upgrade yo s***

This is a good example of why layers of security are important. If you treated every network like it was public, e.g. use a VPN/TOR + HTTPS Everywhere, you are probably fine. Personally, I think BlueBorne was (is) much scarier than this. Think of how a bad guy could have taken over every bluetooth p...
by scrawl
16 Oct 2017, 00:01
Forum: General discussion
Topic: Support : How do you remove jaggys ?
Replies: 14
Views: 463

Re: Support : How do you remove jaggys ?

In theory we could render to an offscreen renderbuffer (which is blitted/resolved to a non-anti-aliased backbuffer and swapped for display). Renderbuffers can be individually anti-aliased, so changing anti-aliasing should just need changing the renderbuffer. We could, it will just be slightly slowe...
by scrawl
15 Oct 2017, 12:26
Forum: Feature Requests and Suggestions
Topic: Oculus Rift
Replies: 47
Views: 13837

Re: Oculus Rift

One of the main performance issues is that osgopenvrviewer runs in single threaded mode, modifying OSG to include VR support seems like the right approach to me. I've only had a quick look at this osgopenvrviewer, but I'm sure it could be made to work with threading without having to modify OSG its...
by scrawl
15 Oct 2017, 10:42
Forum: General discussion
Topic: Support : How do you remove jaggys ?
Replies: 14
Views: 463

Re: Support : How do you remove jaggys ?

Oh by the way, would it be possible to add the option to change the anti-aliasing value in game? To change anti-aliasing at runtime, the window has to be recreated (and all the OpenGL resources with it). Then we'd have to go over the scene graph and any caches to make sure the associated OpenGL obj...
by scrawl
14 Oct 2017, 23:19
Forum: Support
Topic: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.
Replies: 6
Views: 220

Re: Merged latest master with my own .42 build (which has my own modified UI), now tab key won't work as bind.

I would do a compare of your fork against master and check the diff for anything suspicious, particularly in mapwindow.cpp, hud.cpp and openmw_hud.layout I guess.
by scrawl
14 Oct 2017, 20:12
Forum: Support
Topic: Many Pink Textures
Replies: 15
Views: 796

Re: Many Pink Textures

I ran a tool that gets the reported GL extensions, and it said that my integrated graphics supports GL_EXT_texture_compression_s3tc, but the dedicated chip supports GL_EXT_texture_compression_s3tc and also GL_S3_s3tc, and we only seem to check for the latter (imagemanager.cpp, line 70). My current ...
by scrawl
14 Oct 2017, 19:42
Forum: Feature Requests and Suggestions
Topic: S3TC software decoding in OpenMW
Replies: 17
Views: 1137

Re: S3TC software decoding in OpenMW

It does... I just tested and was able to run OpenMW without S3TC and all the textures looking fine. Committed here and here: https://github.com/OpenMW/openmw/commit/5fbdb64bb913717a81ccbf919dea2789b227df74 https://github.com/OpenMW/osg/commit/b6ec7bb7a4cd06ae95bda087d48c0fb7d5ca0abf Gotchas: - Becau...