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has this been commited? if so doesnt seem to work in latest cvs...
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Any OpenGL guru out there can tell me how to printf attributes pushed by glPushAttrib and glPushClientAttrib?
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Refresh my memory on this one. Here
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what about my fix for the new_selection? should we #ifdef OSX it too?
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Not quite ready (just got back from Easter). By default, "Use Vertex Buffers" UVB is turned on. We need to disable this for Mac users. I (or someone) needs to track this down in the code and #ifdef OSX to make sure UVB is set to zero for now. Cant we simply rename the shaders dir? @Florian: i think so, i'm using latest SDL version too, and it is fine.
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true...i was desperate
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There is an utility downloadable somewhere on the ATI website (cant find the link), called MacOSX ATI Displays, that let you set some ad hoc parameters for single applications (vsync, fsaa, anisotropic...).
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Solved!!! here is what i did (select.cpp, ~376): Index: select.cpp =================================================================== RCS file: /cvsroot/elc/elc/select.cpp,v retrieving revision 1.18 diff -a -u -r1.18 select.cpp --- select.cpp 11 Mar 2008 21:58:04 -0000 1.18 +++ select.cpp 22 Mar 2008 18:40:23 -0000 @@ -350,8 +350,12 @@ glDisable(GL_TEXTURE_2D); } glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, colorf); + glPushAttrib(GL_ALL_ATTRIB_BITS); + glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS); draw_actor_without_banner(actors_list[selections[i].id], - 0, actors_list[selections[i].id]->has_alpha, 0); + 0, actors_list[selections[i].id]->has_alpha, 0); + glPopClientAttrib(); + glPopAttrib(); } break; case UNDER_MOUSE_3D_OBJ: i save the OpenGL state before drawing every actor (if the first works...) and now i have new_selection working! EDIT OT: shouldnt the actor_list be locked before accessing it?
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I looked into the new selection code (headache...), here is what happens on my machine: - 3dobjects are selectable, no problems with them. - ONLY 1 actor is selectable at a given time, and more precisely the first actor drawn in the back buffer which usually is my char, but sometimes can be an NPC (hence their random clickability). To prove this, i reversed the loop that draws actors ( select.cpp, ~330) and indeed only the first drawn actor is selectable. - for unselectable actors the glReadPixel returns a buffer of greys (r=g=b and a=255). Any idea what's going wrong? Maybe some flag is unset during actor drawing...(and maybe we have found the new selection bug for same machines)
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I can compile it if 0ctane cant.
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ok, sorry... now i found what is slowing down my client and it is the new selection. With it enabled i cant click anything but fps is steady 30, without it i get the spinning. I'm going to look into it soon (and it isnt the mouse sensivity, already checked). And for the ones wondering why i thought it was the display_blended...that's because i tested the new client for the first time on the main, where new_selection is on by default EDIT: the guilty line is "glReadPixels(mouse_x, window_height - mouse_y, 1, 1, GL_RGB, GL_BYTE, &pixels);" (select.cpp, 190) any idea why? EDIT2: it seems that GL_RGBA gives better performance. I tried also GL_UNSIGNED_BYTE but selection gets messed up. Btw, any idea why the pixels is a char[16] and why GL_RGB is used? And where is the back buffer setup? Maybe the new_selection needs an ad hoc setup for it on my machine...(most NPCs are clickable and i can interact with myself)
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Found!! well...almost...if i comment out the call to display_blended_objecs() (gamewin.c, 1134) the spinning goes away and the client works again! Now...why? and most important...can i keep it commented or am i losing something more than a bit of eye candy (actually not meaning the eye_candy fx)? EDIT: Oh my, oh my...display_blended_objects doesnt draw a single object (few printf added, tested at votd sto)...but i get 30 stable fps without it, using vertex buffer object works again...even fog and reflection...totally puzzled
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let's sum up. My tests tell that: - a little more time is spent drawing 3d objetcs. I say little because i have a 2-3% while in the articles above it is in the order of 20-25%. - I have 12Mb of free VRam even with 2 clients running - OpenGL monitor reports no difference in swapping between 1.5 and 1.6 - textures are managed the same way in both clients and 1.5 is fine ...so, is it possible that this isnt a graphic related issue? client 1.6 is accessing disk somewhere? is there a way to checkout the code as it was at the beginning of January? tnx.
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Wouldn't it be better to disable the caching for EL if it's possible? mmm...dont think i can disable it for a single process (can i?). And btw, isnt the paging due to the fact that not all textures can fit in my video memory (so they are put back and forth to system memory every frame)? Even more ram shouldnt do the job, i guess...I'm getting confused...
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so with more ram it should go away? and: - memory monitor shows lot of inactive (previoiusly claimed and now free) memory, so why paging? - are we using (much) more textures or using them in a different way in 1.6 (with my poor man settings)?
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Tnx! Seems really pertinent...is there a chance to implement those suggestions (i really dont understand them) and try them out before the update?
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Profiled both clients: 1.5: most expensive OpenGL call takes 0.3% of total time spread over cal_render_actor, draw_2d_object, draw_3d_objects /0.2%) 1.6: draw_3d_object triggers OpenGl calls (one of which ends with gldDestroyQuery ) taking up to 4.5% of total time that's a lot. any idea?
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i have an ATI on my ibook, UVP is supported as an extension but no texture are displayed when used (lack of videoram?). With Schmurk patch i get some fps more (3-5), but still swapping a lot...going to upgrade to 1.2Gb ram and i'll report.
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Mac Controls (the one's that aren't obvious) Laptop specific
Fedora replied to HolyDragon's topic in General Chat
Ibook here...good solution is to buy a cheap usb 3 button mouse -
1.5 ----> 64Mb Real, 300Mb Virtual 1.6 ----> 180Mb Real, 400Mb Virtual Same cpu usage.
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I think the versions before I went to Hong Kong were better, that means mid January. exactly...i noticed it in january but i waited to post because it was still experimental code. And i have 768Mb of ram, so i'm quite prone to the problem.
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Well, i can compile universal binaries, but i'm not qualified enough to code for the mac (and dont have time to learn), so your expertise is still needed. And yes, my post is not about poor performances on a not enough powerful machine...i'm just puzzled by the fact that the new client, even with poorman, uvp 0 and sky&selection disabled runs noticeably slower than the previous (1.5=30fps, 1.6=15fps dropping to 2-5). Today i tried the cvs with "render mesh" disabled (no actor drawing)...and the spinning+frame drop is still there. So it is not the actor rendering....any other part of the code beside graphics, has been changed?
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I can compile a Universal binary.
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I have poor man on, so eye candy is not an issue atm. Is there a way to see if the disk spinning is actually page swapping and what data is being swapped? Should i also do an Opengl profiling on both clients (and look for what)? With EL on the IPhone my life would be ruined...pls go for it
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so it's not my poor hardware. I have 25-30 fps, but they drop to 5 as i move the camera. Compiled without NEW_CAMERA but it remains the same. Also lot of disc spinning, most probably swapping (it is present only when drawing 3d, disappears in console and increases with the complexity of the scene) . Old client (before vertex program) works smoothly.