Search found 2142 matches

by scrawl
06 Mar 2012, 15:14
Forum: Organisation and Planning
Topic: OpenMW 0.12.0
Replies: 261
Views: 103404

Re: OpenMW 0.12.0

tested x64 on arch linux. launcher works, but openmw doesn't start: OGRE Exception when attempting to add sky: OGRE EXCEPTION(5:ItemIdentityException): Can not find codec for 'png' image format. There are no formats supported (no codecs registered). in Codec::getCodec at /build/buildd/ogre-1.7.3/Ogr...
by scrawl
03 Mar 2012, 21:59
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

I already suspected something like that. Maybe it would be best to disable the composite map altogether (or at least make an option to disable it) since the GPU load it takes away stands in no relation to the cell loading time it adds.
by scrawl
03 Mar 2012, 21:51
Forum: Feature Requests and Suggestions
Topic: Mapping: Bump, Glow, Normal, etc
Replies: 4
Views: 3872

Re: Mapping: Bump, Glow, Normal, etc

I've never heard of fake bump maps. And its not possible to save per-pixel normals in the mesh file itself. Maybe you can specify a bit more.
by scrawl
03 Mar 2012, 11:05
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

@Yacoby: There's an option to enable multithreading support in ogre (OgreMain/include/OgreConfig.h, to be precise OGRE_THREAD_SUPPORT and OGRE_THREAD_PROVIDER). Until now I thought it would be enable by default, but looking at the 1.8RC i downloaded it has both set to 0. Edit: Oops, I was wrong. Ogr...
by scrawl
02 Mar 2012, 19:04
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

I've integrated all your changes in my branch already, so yeah you could just branch off from it.
by scrawl
02 Mar 2012, 18:31
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

Just a quick question regarding the fact that you have your(?) next branch merged with terrain, I would assume that makes it hard to merge release your sky code without the terrain code. (Or I am missing something?). nope, I have a seperate branch (called terrain_next) for terrain. (and my sky code...
by scrawl
02 Mar 2012, 15:25
Forum: Organisation and Planning
Topic: OpenMW 0.13.0
Replies: 209
Views: 81514

Re: OpenMW 0.13.0

Just a reminder if you're testing, don't use the plugins.cfg from 0.12 or you are definitely going to crash because of missing CG (just happened to BrotherBrick). To be sure, run make install again.
by scrawl
02 Mar 2012, 14:42
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

nice work! I've fixed the artifacts but give me some time to clean it up and push. Edit: done: https://github.com/scrawl/openmw/commit/2bea4c47242420b8d0b5db4661745a410186a727 I'm not sure about this line, I took it from your previous commit because I had to get a Ogre::TexturePtr and not Ogre::Imag...
by scrawl
02 Mar 2012, 14:11
Forum: Organisation and Planning
Topic: OpenMW 0.13.0
Replies: 209
Views: 81514

Re: OpenMW 0.13.0

looks like a shader failed to compile. post the full ogre log.
by scrawl
01 Mar 2012, 12:28
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40751

Re: Terrain

I doubt that. The terrain doesn't even have vertex normals; it uses a texture for those. Therefore it looks like its slower to modify the vertex stuff (because of the LOD) than just putting things into a texture. This seems to be one colour map for the entire terrain group. Are you sure? Looking at ...