Search found 2142 matches
- 06 Mar 2012, 15:14
- Forum: Organisation and Planning
- Topic: OpenMW 0.12.0
- Replies: 261
- Views: 103446
Re: OpenMW 0.12.0
tested x64 on arch linux. launcher works, but openmw doesn't start: OGRE Exception when attempting to add sky: OGRE EXCEPTION(5:ItemIdentityException): Can not find codec for 'png' image format. There are no formats supported (no codecs registered). in Codec::getCodec at /build/buildd/ogre-1.7.3/Ogr...
- 03 Mar 2012, 21:59
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
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.
- 03 Mar 2012, 21:51
- Forum: Feature Requests and Suggestions
- Topic: Mapping: Bump, Glow, Normal, etc
- Replies: 4
- Views: 3873
Re: Mapping: Bump, Glow, Normal, etc
I've never heard of fake bump maps. And its not possible to save per-pixel normals in the mesh file itself. Maybe you can specify a bit more.
- 03 Mar 2012, 11:05
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
Re: Terrain
@Yacoby: There's an option to enable multithreading support in ogre (OgreMain/include/OgreConfig.h, to be precise OGRE_THREAD_SUPPORT and OGRE_THREAD_PROVIDER). Until now I thought it would be enable by default, but looking at the 1.8RC i downloaded it has both set to 0. Edit: Oops, I was wrong. Ogr...
- 02 Mar 2012, 19:04
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
Re: Terrain
I've integrated all your changes in my branch already, so yeah you could just branch off from it.
- 02 Mar 2012, 18:31
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
Re: Terrain
Just a quick question regarding the fact that you have your(?) next branch merged with terrain, I would assume that makes it hard to merge release your sky code without the terrain code. (Or I am missing something?). nope, I have a seperate branch (called terrain_next) for terrain. (and my sky code...
- 02 Mar 2012, 15:25
- Forum: Organisation and Planning
- Topic: OpenMW 0.13.0
- Replies: 209
- Views: 81527
Re: OpenMW 0.13.0
Just a reminder if you're testing, don't use the plugins.cfg from 0.12 or you are definitely going to crash because of missing CG (just happened to BrotherBrick). To be sure, run make install again.
- 02 Mar 2012, 14:42
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
Re: Terrain
nice work! I've fixed the artifacts but give me some time to clean it up and push. Edit: done: https://github.com/scrawl/openmw/commit/2bea4c47242420b8d0b5db4661745a410186a727 I'm not sure about this line, I took it from your previous commit because I had to get a Ogre::TexturePtr and not Ogre::Imag...
- 02 Mar 2012, 14:11
- Forum: Organisation and Planning
- Topic: OpenMW 0.13.0
- Replies: 209
- Views: 81527
Re: OpenMW 0.13.0
looks like a shader failed to compile. post the full ogre log.
- 01 Mar 2012, 12:28
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40753
Re: Terrain
I doubt that. The terrain doesn't even have vertex normals; it uses a texture for those. Therefore it looks like its slower to modify the vertex stuff (because of the LOD) than just putting things into a texture. This seems to be one colour map for the entire terrain group. Are you sure? Looking at ...