Search found 2095 matches

by scrawl
15 Jan 2018, 18:58
Forum: Development
Topic: OpenMW on android flipped textures
Replies: 18
Views: 765

Re: OpenMW on android flipped textures

Hello and welcome. I think your problem 2 is the same as the first one - the font gets baked to, then rendered from, a texture; rendering it upside down will garble the text. It looks like only the GUI textures are upside down, whereas the world is fine. I would suggest looking in 'myguirendermanage...
by scrawl
12 Jan 2018, 18:56
Forum: General discussion
Topic: Problem installing animations.
Replies: 7
Views: 325

Re: Problem installing animations.

Would it be a good idea for us to write a warning to the log file in that case (i.e. a data path that includes the same file twice)?
by scrawl
11 Jan 2018, 18:38
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 9583

Re: CPU and Single Core Implications

The pics for Solstheim, Ascadian Isles and Ascadian Isles 2: Electric Boogaloo don't seem to load for me. Anyway nice result, how about we sticky this for whenever the next person asks why openmw will not use all of their 32 cpu cores? Or put in the FAQ? Or would it be bad for us to 'officially' end...
by scrawl
11 Jan 2018, 18:09
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 13
Views: 2016

Re: Distant lands and frozen cliffracers

In short, the animation controller and timer still runs, but the actual result of being in that particular position of the animation track isn't applied to the node's transformation. Is there a possible source of problems if the player spins around really quickly? That would make an actor leave the ...
by scrawl
11 Jan 2018, 03:01
Forum: Feature Requests and Suggestions
Topic: Distant lands and frozen cliffracers
Replies: 13
Views: 2016

Re: Distant lands and frozen cliffracers

After much contemplation, I've made some changes to help with the frozen cliff racers phenomenon, which interestingly resulted in other interesting changes. The animation distance now defaults to slightly larger than the AI distance; in result, actors now tend to get frozen in their idle state inste...
by scrawl
09 Jan 2018, 02:36
Forum: Development
Topic: [patch] new fog shader
Replies: 107
Views: 29487

Re: [patch] new fog shader

If there is interest, I can try and see if I can get this to work with the Shadows branch too. However, with that still in flux, keeping that up to date moment to moment may be difficult. I would almost rather wait until the shadows work is finalized and then rebase this patch. This thread is the p...
by scrawl
09 Jan 2018, 02:31
Forum: Support
Topic: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.
Replies: 4
Views: 1060

Re: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.

Melee hit tests are using bullet, not OSG.

This is strange. I don't recall any changes at all regarding hit tests between 0.42 and 0.43.
by scrawl
29 Dec 2017, 17:52
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 9583

Re: CPU and Single Core Implications

strange idle time in between the draw phases on that one picture. I only meant on this one, the pause between each yellow bar. On the other screens where you have all F3 panels enabled, it's understandable the FPS takes a hit because all objects in the scene (even non-visible ones) are being counte...
by scrawl
28 Dec 2017, 01:40
Forum: General discussion
Topic: CPU and Single Core Implications
Replies: 84
Views: 9583

Re: CPU and Single Core Implications

Can a fix be submitted and merged upstream it if makes the graphs easier to review? It's already fixed, just not in all versions. If someone wants to pick that to our osg fork (is it not fixed there?), please do. Bitter Coast (with patch / without patch) Ascadian Isles (with patch / without patch) ...