Zini: Do we use multiple scene managers by any chance? http://www.ogre3d.org/mantis/view.php?id=130
When I have some time I will compile Ogre with asserts left in and see if I can trigger the error.
Search found 119 matches
- 25 Jan 2012, 11:59
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
- 24 Jan 2012, 14:14
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
Update: In an non-scientific test with the starting view when the starting cell is set to "Seyda Neen" Without terrain: 20fps With current terrain: 14fps With newer terrain: 19fps However the newer terrain has terrible loading times and I am not sure if the blending is quite right as there...
- 23 Jan 2012, 18:15
- Forum: General Development
- Topic: MWRender slowdown
- Replies: 15
- Views: 7890
Re: MWRender slowdown
I experienced such slowdown. I profiled app and looks like that there is problem with bullet (strange?). Here is profiling report https://gist.github.com/311bb9c9d6bae6aafbbd I just can't move in exteriors :( ~1 fps. P.S. I'm using bullet 2.79 UPD: tried nomwrender... no luck, looks like bullet iss...
- 17 Jan 2012, 14:07
- Forum: General Development
- Topic: Water Rendering
- Replies: 117
- Views: 66834
Re: Water Rendering
Guys, is it still possible to make water NOT dependent on shaders? Or have some option for crappy looking water (like there was in Morrowind) that won't have any hardware requirements. The thing is that I run Morrowind on my notebook with Intel GMA with no shader support, and I am pretty sure I am ...
- 17 Jan 2012, 11:30
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
Sounds like poor design. Who came up with the idea to store the actual textures in the ESX in the first place? Sorry. Texture names. not textures. I really shouldn't write messages after the pub. And then indexing them via an integer instead of a file name? I think we need to do something about tha...
- 17 Jan 2012, 00:36
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
Are you absolutely sure about that? Sounds very inconsistent. If this is really how MW handles LTEX records, 99% sure. I could be misremembering things but I have just checked MGEs source and that seems to confirm it. Note http://morrgraphext.svn.sourceforge.net/viewvc/morrgraphext/morrgraphext/MGE...
- 16 Jan 2012, 22:55
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
If think your latest commit should be reverted (support for multiple esms). We don't support that yet at all and getting it working properly will require a much more systematic approach. Ah. Then I probably had the wrong commit message. Anyway, I disagree as LTEX records are a special case (You don...
- 16 Jan 2012, 19:14
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
Looks mostly okay to me. I would move the code you added to Engine as a new function (upadteFps) to WindowManager instead (calling this function from the Engine framelistener). Good point. That should be better: https://github.com/Yacoby/openmw/commit/3b15170d09f40f67043d908464f657610dcb4ecb I just...
- 16 Jan 2012, 16:44
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
I could do with altering the FPS counter to show more useful information such as average fps, vertex count and batch count. That is a good idea. Can you do it in a separate branch, so other people can merge it in without dragging in the whole water code? (use my master branch as a base please) Done...
- 16 Jan 2012, 12:11
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 41972
Re: Terrain
Looks good, is there a significant performance drop? I don't know yet. I was going to try and implement all required features (vertex colours or whatever they called it) and then take a look at performance. I could do with altering the FPS counter to show more useful information such as average fps...