After returning to game, both my maps turned black and some sounds were gone (footsteps). I'll try to reproduce this error and post more information.scrawl wrote: Alt-Tabbing should work. I don't have any issues with it.
Anything related to PR, release planning and any other non-technical idea how to move the project forward should be discussed here.
Make videos and post them on youtube or something, those help as well to really demonstrate what is going on.Berandas wrote:After returning to game, both my maps turned black and some sounds were gone (footsteps). I'll try to reproduce this error and post more information.scrawl wrote: Alt-Tabbing should work. I don't have any issues with it.
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Yeah, I've always assumed that more work was going to be done on shadows. I don't know enough about graphics rendering to say anything intelligent about them. In their current implementation, they do look/behave weird to me. I could post a video elaborating on that, but I've assumed that they look basically the same to everyone and that the issues were obvious.
But we're still waiting for 1.10 to be released...scrawl wrote:Worry not. There are a multitude of flaws in Ogre's shadow mapping code that are already fixed in 2.0.
In case someone was wondering about shadows and what is happening in Ogre 2.0:
So it looks like by properly taking care of things in Ogre 2.0 (even going so far as to tackle 2.1 problems in 2.0), this also fixed problems with shadows mapping. Great work being done there! Just re-engineer it until the other problems/bugs go away...The schedule had to be reviewed. Shadow mapping was high priority and deeply broken. Thus the compositor started having more priority and I ended up making almost all of the Compositor that was scheduled for 2.1 in 2.0; the advantages are massive. The compositor was favoured over restoring billboards & particle FXs.
Additionally, bugs in shadow mapping from Ogre 1.x were fixed. Some of them where inherent to Ogre's 1.x design and would be hard to port them back.
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