Hmm... you are right.
I was looking at an old version of openmw.
Search found 780 matches
- 13 May 2013, 23:04
- Forum: Support
- Topic: OpenMW refuses to run off my graphics card
- Replies: 21
- Views: 12093
- 13 May 2013, 22:59
- Forum: Support
- Topic: OpenMW refuses to run off my graphics card
- Replies: 21
- Views: 12093
Re: OpenMW refuses to run off my graphics card
I would think it would support it. In the launcher, when you select direct3d, you have a dropdown menu to select a rendering device. I was thinking that may be stuck on your integrated.
It is good that you have it working with opengl though.
It is good that you have it working with opengl though.
- 13 May 2013, 22:46
- Forum: Support
- Topic: OpenMW refuses to run off my graphics card
- Replies: 21
- Views: 12093
Re: OpenMW refuses to run off my graphics card
I see. Other games work fine right? I am assuming that you tried toggling the rendering device in the openmw launcher? If so, I am out of ideas
- 13 May 2013, 22:24
- Forum: Support
- Topic: OpenMW refuses to run off my graphics card
- Replies: 21
- Views: 12093
Re: OpenMW refuses to run off my graphics card
I have a Radeon HD 7690M and also integrated graphics. For me, I can switch between them (I usually get prompted when I unplug my charger). Whichever one is currently active is shown in rendering device under the graphics tab of the openmw launcher. I am on a laptop and have a different card, so thi...
- 13 May 2013, 14:20
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10144
Re: Animation layering
Is the old weapon being removed with removeIndividualPart()?
- 30 Apr 2013, 12:12
- Forum: General Development
- Topic: Animation layering
- Replies: 15
- Views: 10144
Re: Animation layering
Would making one huge animation track (from the various animation files) help anything? You would have to add time offsets to the track keys and text keys.
- 13 Apr 2013, 01:24
- Forum: General
- Topic: What determines the FPS in a cell?
- Replies: 19
- Views: 9926
Re: What determines the FPS in a cell?
I don't think animation presents any sort of bottleneck anymore. The way Chris implemented animation through Ogre is very efficient. Could collision/physics be an issue?
- 08 Apr 2013, 20:14
- Forum: General Development
- Topic: Particles
- Replies: 28
- Views: 11021
Re: Particles
spam the Switch POV button and watch the FPS counter This is the situation I was thinking of, but I am not sure how big of a deal it is. I was also thinking for first person we need to access the base_anim.1st file, so hiding these details away in another class would make sense (most NpcAnimation o...
- 08 Apr 2013, 17:43
- Forum: General Development
- Topic: Particles
- Replies: 28
- Views: 11021
Re: Particles
What probably needs to happen is to recreate the player's NpcAnimation object when switching between first or third-person, rather than making the meshes (in)visible. Might be inefficient to be recreating the NpcAnimation object when switching views. What about having two objects - NpcAnimation and...
- 08 Apr 2013, 00:37
- Forum: Support
- Topic: Debug Build Crash
- Replies: 1
- Views: 2095