@Zini
There is a thread on the Ogre forum where one of the team members said he wants to wait to release 1.8 until after GSoC which will be either late summer or early fall. http://www.ogre3d.org/forums/viewforum. ... 7b3ed3ed06
Terrain
Re: Terrain
Let's look into that again when we 0.13.0 is done.
Re: Terrain
The issue that made us unable to release using 1.7.x was only an issue when compiled with debug mode I think. Terrain could be put in before Ogre 1.8 but it would need a flag to enable/disable it so that it doesn't get in the way of people debugging OpenMW.
But yeah. I agree with Zini
But yeah. I agree with Zini
Re: Terrain
As I understand it the crashes I was getting with the terrain code were specific to 1.7. Or am I confusing something here.
Re: Terrain
Yes, I could only reproduce the crash with 1.7 debug builds.Zini wrote:As I understand it the crashes I was getting with the terrain code were specific to 1.7. Or am I confusing something here.
Re: Terrain
Threw the terrain code through a profiler and the loading time issue is the composite maps. I thought they were handled differently (i.e. created in another thread) but as it uses RTT this isn't the case.
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.
Re: Terrain
Yeah, if we need it in the future I am sure we can find a way of spreading the work out over multiple frames.
Also, Ogre 1.8 should (in theory) give us some more terrain performance improvements.
Also, Ogre 1.8 should (in theory) give us some more terrain performance improvements.
Re: Terrain
could you batch the work you are doing?Yacoby wrote:Yeah, if we need it in the future I am sure we can find a way of spreading the work out over multiple frames.
Also, Ogre 1.8 should (in theory) give us some more terrain performance improvements.
like do X amount of work, then when that has been processed, do another lot of work?
Re: Terrain
In theory yes, you could divide the work into 36 segments. It would be a bit of a pain to do however and it isn't worth putting in the time when we are not sure it is a problem. I would need to go and sit down with something like nvPerfHud to see what the FPS issues are on my terrible card.hircine wrote:could you batch the work you are doing?
like do X amount of work, then when that has been processed, do another lot of work?
But I reckon done for now. There are always more things such as distant land and splatting isn't perfect (there are some seams visible), but it should be good enough for now.
Picture:
http://dl.dropbox.com/u/26677509/caldera.png