Search found 2142 matches
- 11 Jan 2018, 18:09
- Forum: Feature Requests and Suggestions
- Topic: Distant lands and frozen cliffracers
- Replies: 16
- Views: 12128
Re: Distant lands and frozen cliffracers
In short, the animation controller and timer still runs, but the actual result of being in that particular position of the animation track isn't applied to the node's transformation. Is there a possible source of problems if the player spins around really quickly? That would make an actor leave the ...
- 11 Jan 2018, 03:02
- Forum: Support
- Topic: Crash: Address not mapped to object
- Replies: 2
- Views: 2420
- 11 Jan 2018, 03:01
- Forum: Feature Requests and Suggestions
- Topic: Distant lands and frozen cliffracers
- Replies: 16
- Views: 12128
Re: Distant lands and frozen cliffracers
After much contemplation, I've made some changes to help with the frozen cliff racers phenomenon, which interestingly resulted in other interesting changes. The animation distance now defaults to slightly larger than the AI distance; in result, actors now tend to get frozen in their idle state inste...
- 09 Jan 2018, 02:36
- Forum: General Development
- Topic: [patch] new fog shader
- Replies: 127
- Views: 125131
Re: [patch] new fog shader
If there is interest, I can try and see if I can get this to work with the Shadows branch too. However, with that still in flux, keeping that up to date moment to moment may be difficult. I would almost rather wait until the shadows work is finalized and then rebase this patch. This thread is the p...
- 09 Jan 2018, 02:31
- Forum: Support
- Topic: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.
- Replies: 4
- Views: 4390
Re: Can't hit small creatures: rats, scribs, kwama foragers, baby slaughterfish etc.
Melee hit tests are using bullet, not OSG.
This is strange. I don't recall any changes at all regarding hit tests between 0.42 and 0.43.
This is strange. I don't recall any changes at all regarding hit tests between 0.42 and 0.43.
- 29 Dec 2017, 17:52
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61066
Re: CPU and Single Core Implications
strange idle time in between the draw phases on that one picture. I only meant on this one, the pause between each yellow bar. On the other screens where you have all F3 panels enabled, it's understandable the FPS takes a hit because all objects in the scene (even non-visible ones) are being counte...
- 28 Dec 2017, 01:40
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61066
Re: CPU and Single Core Implications
Can a fix be submitted and merged upstream it if makes the graphs easier to review? It's already fixed, just not in all versions. If someone wants to pick that to our osg fork (is it not fixed there?), please do. Bitter Coast (with patch / without patch) Ascadian Isles (with patch / without patch) ...
- 27 Dec 2017, 22:23
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61066
Re: CPU and Single Core Implications
The scene graph looks fine. I'm not going to take too close of a look though because the version of OSG used to generate file has that bug causing it to not indent lines which are really a pain to read. For another metric one could look at the number of drawables in the last F3 panel. Are you using ...
- 27 Dec 2017, 21:52
- Forum: Feature Requests and Suggestions
- Topic: Distant lands and frozen cliffracers
- Replies: 16
- Views: 12128
Re: Distant lands and frozen cliffracers
There are actually two mechanisms at play here: AI distance and animation distance. Both are set to the same distance right now. You could increase the animation distance, so that the cliff racers would at least fly in place rather than being frozen. If you want to do it, search the code for animati...
- 27 Dec 2017, 11:16
- Forum: General
- Topic: CPU and Single Core Implications
- Replies: 93
- Views: 61066
Re: CPU and Single Core Implications
Turning on alpha testing should allow OpenMW's optimizer to do it's thing that it previously couldn't, so this should improve performance in fact. Maybe the patch is doing something else that's preventing optimizations. Can you click on a tree, type 'showscenegraph' and post the output?