Search found 1908 matches
- 23 Jan 2021, 23:03
- Forum: Support
- Topic: black borders around window
- Replies: 1
- Views: 82
Re: black borders around window
The game will be full screen. You can see writing in the bottom right. It's just the menu background that comes with Morrowind is supposed to be 4:3, so we display it with that aspect ratio. If you download a widescreen main menu mod and turn on the stretch menu background option, you can cover up t...
- 20 Jan 2021, 16:36
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 129
- Views: 43780
Re: OpenGEX as .Nif alternative for OpenMW
Alpha testing, controlled via GL_ALPHA_TEST and glAlphaFunc, or osg::AlphaFunc, lets you set a comparison function that works on the final fragment alpha to conditionally discard or keep the fragment. Alpha blending, controlled via GL_BLEND and glBlendFunc or glBlendFuncSeparate, or osg::BlendFunc, ...
- 20 Jan 2021, 01:22
- Forum: Organisation and Planning
- Topic: OpenMW Nightly builds
- Replies: 520
- Views: 430313
Re: OpenMW Nightly builds
For future reference, if you're still a newly-registered user, editing your post will hide it until a moderator approves the edit.
- 18 Jan 2021, 19:15
- Forum: Support
- Topic: OpenMW using wrong GPU
- Replies: 9
- Views: 280
Re: OpenMW using wrong GPU
As a quick test, when this build has finished building, if you use it instead, do you see different results? https://gitlab.com/OpenMW/openmw/-/jobs/970415842
- 18 Jan 2021, 19:10
- Forum: Support
- Topic: OpenMW using wrong GPU
- Replies: 9
- Views: 280
Re: OpenMW using wrong GPU
There's not anything you can do with that information as a user. As developers, we might have been able to do something, but we use SDL to create an OpenGL context, and so it would require SDL using one of the functions from those extensions to do so, which it doesn't. There's one other thing we cou...
- 17 Jan 2021, 23:55
- Forum: Support
- Topic: OpenMW using wrong GPU
- Replies: 9
- Views: 280
Re: OpenMW using wrong GPU
The original engine always uses Direct3D 8.1, and OpenMW always uses OpenGL, so there's not a setting for that which you can change. One possibility is that when you start OpenMW through its launcher, your drivers are seeing that its parent process is the launcher, so use the settings you've set in ...
- 17 Jan 2021, 14:02
- Forum: Support
- Topic: OpenMW using wrong GPU
- Replies: 9
- Views: 280
Re: OpenMW using wrong GPU
I don't think we've ever had reports of this from someone with dual AMD graphics, either because it works for everyone else or because such systems are pretty rare, so I don't know which buttons you need to click to fix this except for an Intel+Nvidia system. Can you explain what exactly you've trie...
- 13 Jan 2021, 14:48
- Forum: General
- Topic: How does OpenMW render terrain?
- Replies: 1
- Views: 335
Re: How does OpenMW render terrain?
The height data for a cell is stored in ESM files, and that gets converted to a mesh. If you've got distant terrain on, when you're further from a cell, instead of using the full-quality version, a combined mesh will be used for 2x2, 4x4, 16x16 cells etc. which only has as many vertices as you'd nor...
- 09 Jan 2021, 18:07
- Forum: Support
- Topic: [SOLVED] Unable to compilation in Manjaro/Arch
- Replies: 11
- Views: 546
Re: [SOLVED] Unable to compilation in Manjaro/Arch
You'll only see a performance boost from multithreaded bullet if you tell OpenMW to use at least two asynchronous physics threads. As we've said, though, you'll only be able to build OpenMW using Bullet compiled with -DUSE_DOUBLE_PRECISION=ON from now on.
- 09 Jan 2021, 14:36
- Forum: Example-Suite
- Topic: OpenMW Template art
- Replies: 6
- Views: 563
Re: OpenMW Template art
There's quite a bit of ambient light on those moons. The dark bit of a gibbous moon is much darker than that IRL. Other than that, good work. The checkerboard terrain base texture's a good idea.