Search found 575 matches

by akortunov
11 May 2019, 08:28
Forum: Feature Requests and Suggestions
Topic: Distant Statics Placeholder
Replies: 27
Views: 5007

Re: Distant Statics Placeholder

Why don't you make a PR? Because this branch is just a proof of concept to measure the FPS. I have no skills to impelement this feature in the mergable way. For example, our current preloading implementation was not designed for this feature and works in suboptimal way here, also there are some dat...
by akortunov
10 May 2019, 18:23
Forum: General Development
Topic: Distant objects
Replies: 31
Views: 7281

Re: Distant objects

That doesn't sound right, would you have to do it per-instance? I do not understand what do you want. Both Morrowind and OpenMW support NiLODNode, which allows to define different detalization levels in one mesh. You can use billboards for simplified detail levels as well (Morrowind Optimization Pa...
by akortunov
10 May 2019, 17:13
Forum: General Development
Topic: Distant objects
Replies: 31
Views: 7281

Re: Distant objects

Does anyone familiar with later versions of .nif know if this is how Skyrim or Oblivion handles tree impostors? IIRC, you need a separate DDS (handmade or generated by an external tool) as an object billboard, a one billboard per mesh. Then you should generate a description where to place them for ...
by akortunov
09 May 2019, 12:25
Forum: General Development
Topic: Thread sync issues
Replies: 0
Views: 310

Thread sync issues

This is a general thread do discuss possible threading issues in OpenMW. Current list of reported issues is here . To detect threading issues with GCC, you need to build both OpenSceneGraph and OpenMW with the -fsanitize=thread flag. Also keep in mind that the ThreadSanitizer does not like the OpenT...
by akortunov
09 May 2019, 04:42
Forum: Other Forks and Ports
Topic: Fatal Error - Font
Replies: 3
Views: 187

Re: Fatal Error - Font

Remove such metadata files, I suppose.
by akortunov
07 May 2019, 09:53
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 17
Views: 6588

Re: OpenMW 0.46.0

AnyOldName3 wrote:
06 May 2019, 13:48
The only case I know of where that was a thing has been resolved a couple of days ago.
Well, this bug is still opened.
Also there is a bug with GLES renderer when sky is turning red, even if shadows are disabled. It appeared once shadows were merged.
by akortunov
06 May 2019, 20:30
Forum: Mod Compatibility
Topic: Pluginless mods
Replies: 4
Views: 416

Re: Pluginless mods

Just as any other mods?
by akortunov
06 May 2019, 05:03
Forum: Organisation and Planning
Topic: OpenMW 0.46.0
Replies: 17
Views: 6588

Re: OpenMW 0.46.0

Too early for 0.46 IMO:
1. There is a lot of pending pull requests
2. Nightlies still do not work with Bullet, compiled with a double precision support
3. Shadows still need some polishing and break rendering on some machines even when they are disabled.
by akortunov
05 May 2019, 05:30
Forum: General
Topic: Invisible/Fading Meshes in mournhold sewers
Replies: 5
Views: 421

Re: Invisible/Fading Meshes in mournhold sewers

Check the latest nightly build - this issue should be fixed.
by akortunov
04 May 2019, 15:00
Forum: General
Topic: Invisible/Fading Meshes in mournhold sewers
Replies: 5
Views: 421

Re: Invisible/Fading Meshes in mournhold sewers

Bisect shows that the issue is in the Animation::setAlpha() (presumably a data race during transparency update for creatures).
PR #2355 seems to fix this issue for me.