Search found 1340 matches

by AnyOldName3
18 May 2019, 13:20
Forum: Support
Topic: Build for Elbrus(VLIW)
Replies: 30
Views: 639

Re: Build for Elbrus(VLIW)

It's a three minute demo game destinedtodie made, and is what we bundle with the play store release.
by AnyOldName3
18 May 2019, 02:05
Forum: Support
Topic: Build for Elbrus(VLIW)
Replies: 30
Views: 639

Re: Build for Elbrus(VLIW)

As in you want someone to talk you through setting things up, or you want someone to send you a copy of Morrowind? If it's the latter, you're not going to get any help, and we might have to ban you (although I'm not sure we actually have a formal rule about that). You need to actually buy Morrowind ...
by AnyOldName3
15 May 2019, 22:02
Forum: Support
Topic: Build for Elbrus(VLIW)
Replies: 30
Views: 639

Re: Build for Elbrus(VLIW)

You're not going to get anywhere if you can't compile OpenSceneGraph. I was also under the impression that there're ways of making MyGUI not actually require OGRE, but can't remember the details or if this is something I dreamt.
by AnyOldName3
15 May 2019, 18:24
Forum: Feature Requests and Suggestions
Topic: Corner clarity / middle blind spot? (Spherical projection).
Replies: 7
Views: 299

Re: Corner clarity / middle blind spot? (Spherical projection).

We tried radial fog, but it didn't look very good. The fog doesn't blend into the skybox very well (as Morrowind uses a fixed colour for fog, but a gradient for the skybox), so you can still see objects being clipped near the middle of the FOV, even if the ones at the edges look washed out.
by AnyOldName3
15 May 2019, 16:47
Forum: Feature Requests and Suggestions
Topic: Corner clarity / middle blind spot? (Spherical projection).
Replies: 7
Views: 299

Re: Corner clarity / middle blind spot? (Spherical projection).

There's an open merge request trying to sort it out. Surprisingly, it's not something that's especially easy to work around - we've not found a single example of another game that has a far sphere instead of a far plane. If you happen to know of any, and potentially have a link to something describi...
by AnyOldName3
13 May 2019, 14:49
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 547

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

I can't remember if Ryzen 3000 APUs are supposed to be coming with the first wave of Ryzen 3000 CPUs, but if so, it might well be worth waiting a little while for a fairly hefty performance bump. In your position, I'd definitely look into when they're supposed to launch before making a purchase.
by AnyOldName3
12 May 2019, 22:57
Forum: Support
Topic: Horrible performance with Distant Land and Higher Than Natural Draw Distance
Replies: 27
Views: 547

Re: Horrible performance with Distant Land and Higher Than Natural Draw Distance

As I don't install nightlies and am usually using my own builds, I can't tell you how to find older ones, but I can help with the binary search part. What you need to do is find a build that you know works and a later one that you know doesn't. Any two will do, and it's not a huge problem if they're...
by AnyOldName3
12 May 2019, 22:44
Forum: General Development
Topic: Distant objects
Replies: 31
Views: 6455

Re: Distant objects

We've got a pretty good design for a system that should 'just work'. It doesn't require abandoning OSG or even using it in ways it wasn't designed to be used. It's just that no one's implemented it yet.
by AnyOldName3
11 May 2019, 22:36
Forum: General Development
Topic: Distant objects
Replies: 31
Views: 6455

Re: Distant objects

By the way, I've confirmed that billboards are done by uploading a new vertex buffer each frame in Oblivion, but by SSE, they'd moved on to instanced rendering. I do not have information for Fallout 3, New Vegas, Skyrim's original engine or Fallout 4, so can't pin down when the switch was made.
by AnyOldName3
11 May 2019, 22:30
Forum: General Development
Topic: Distant objects
Replies: 31
Views: 6455

Re: Distant objects

DYNAMIC data variance Nope. That's banned in OpenMW as it forces OSG to do things sequentially that could otherwise be done at the same time on different threads. Instead, drawables that get updated get double buffered. Look at SceneUtil::RigGeometry for an example. Basing ideas on what gets drawn ...