Search found 2142 matches

by scrawl
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 ...
by scrawl
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...
by scrawl
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...
by scrawl
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.
by scrawl
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...
by scrawl
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) ...
by scrawl
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 ...
by scrawl
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...
by scrawl
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?