Search found 2096 matches

by scrawl
13 Nov 2017, 23:15
Forum: Development
Topic: Shadows
Replies: 168
Views: 15245

Re: Shadows

I do still have an issue with the custom build, though, in that the camera is locked pointing downwards independent of mouse movement. Have you tried adding 'no-grab=1' to your openmw.cfg? I kinda doubt that building on Linux alone will reproduce those things, because I'm on Linux and I couldn't re...
by scrawl
13 Nov 2017, 20:57
Forum: Support
Topic: Cmake Errors
Replies: 1
Views: 122

Re: Cmake Errors

Which OpenMW version are you talking about? As of current master, CMake 3.1 is the required minimum. Does this solve the issue?
by scrawl
13 Nov 2017, 18:14
Forum: Development
Topic: Share your cool development tricks.
Replies: 5
Views: 567

Re: Share your cool development tricks.

scripts for running the game: If you usually use those same arguments, you can just add them to openmw.cfg, for example: skip-menu=1 And instead of a savegame, I use a start script file (--script-run) to set up a testing character with a bunch of items, spells, etc. snippet I copy/paste into source...
by scrawl
08 Nov 2017, 01:50
Forum: Development
Topic: Shadows
Replies: 168
Views: 15245

Re: Shadows

I hadn't considered making the settings configurable at runtime, and am not convinced that osgShadow::VDSM can cope with that.
I don't foresee any problems on the osgShadow side. We can always delete the ShadowedScene and create a new one with new parameters if we can't change the existing ones.
by scrawl
08 Nov 2017, 01:19
Forum: Development
Topic: Shadows
Replies: 168
Views: 15245

Re: Shadows

Changing the shadows for the minimap and character preview would be far easier if I just toggled a nodemask rather than binding a bunch of textures. That's not going to work because the shader is still going to attempt to retrieve a shadow map that doesn't exist, just like it does now. Toggling the...
by scrawl
07 Nov 2017, 22:47
Forum: Development
Topic: Shadows
Replies: 168
Views: 15245

Re: Shadows

Can you start a PR on github (obviously not for merging yet) so it's easier to comment on things? And regarding the branches, we should probably pick one (my preference would be 'method two') which we can still change later if we change our mind.
by scrawl
07 Nov 2017, 21:10
Forum: Development
Topic: Changing some std::maps to std::unordered_map?
Replies: 6
Views: 417

Re: Changing some std::maps to std::unordered_map?

At risk of going against my own advice, I just want to mention that maps are used in ObjectCache / MultiObjectCache which forms the base of the entire resources system, so this one might be worth looking into. I'm just not sure if lookup or insertion is more common here. I'd definitely be interested...
by scrawl
07 Nov 2017, 20:10
Forum: Development
Topic: Changing some std::maps to std::unordered_map?
Replies: 6
Views: 417

Re: Changing some std::maps to std::unordered_map?

Run a profiler like callgrind and if you see any overhead where maps are used we can think about replacing those in particular... if that's not the case then this is just speculation or in other words a waste of time.
by scrawl
07 Nov 2017, 20:04
Forum: Development
Topic: Shadows
Replies: 168
Views: 15245

Re: Shadows

I actually had a 'method 3' idea for disabling sky shadows (oh noes, one more?). Just don't put the Sky node under the ShadowedScene node, put it above. However, the annoying thing with this is that extra render targets like the reflection and refractions will need to explicitely add the Sky node as...
by scrawl
07 Nov 2017, 19:39
Forum: Organisation and Planning
Topic: OpenMW 0.43.0
Replies: 257
Views: 32244

Re: OpenMW 0.43.0

- Copy/Paste now uses the correct command key on macOS (#3934)
Is this an OpenMW-CS issue?
No, this was changed for the game which also has the copy/paste function (e.g. for console commands). I imagine the CS already behaved correctly because the reporter didn't mention it.