Xaphier Report post Posted April 7, 2011 (edited) I played a bit with the eye candy code to make it a bit faster. Results are in the branch feature/eye_candy_2. NEW_TEXTURES is needed (and enabled by default in that branch) to see the difference. Two new files are needed http://www.eternal-l...m/eye_candy.zip (eye_candy.dds & eye_candy_burn.dds), both must be placed in the textures folder in the data directory. The "creation" times of effects is not reduced, so there is still a performance hit when a spell is cast etc. The changes are: use of a texture atlas to avoid texture change per particle. The texture was made with gimp and this plugin http://registry.gimp.org/node/20672 use of vertex buffer object to stream particle changes to the GPU and render them with only one draw call per effect using a fifth "color" parameter (red, green, blue, alpha and burn). Burn controls how additive a particle is. Burn 1.0 mean 100% additive, burn 0% means total non-additive. This paper explains it for quite good: http://wscg.zcu.cz/W...rt/A73-full.pdf use of vertex buffer objects for shapes for faster rendering. use of a new shape for effects that is an instanced version. If I made no mistakes, effects should look similar to what they looked before. Small changes are of course possible. Because of the use of vertex buffer objects, OpenGL 1.5 is needed. The code checks this and don't let you enable eye candy if your graphic card don't support it. Any feedback is welcome PS: when you see quads instead of particles, check your error_logs.txt and make sure the eye_candy.dds & eye_candy_burn.dds files are at the right location Edited April 7, 2011 by Xaphier Share this post Link to post Share on other sites
groomsh Report post Posted April 7, 2011 (edited) Hi, i'm running this feature client now. Harvesting effect is working ok, but when i used restoration spell, no eye candy was played. (Yes i compiled with NEW_TEXTURES and yes i have the .dds files in textures dir)/ Will test more when i get to storage Edit: aaha, so you have to have "Adv. Video" -> "Vertex Buffer Objects" turned on to see the casting effect... Edit2: tested on ubuntu 10.10 64b Video card: GeForce GTS 360M/PCI/SSE2 Vendor ID: NVIDIA Corporation OpenGL Version: 3.3.0 NVIDIA 270.29 Works ok so far. Edited April 7, 2011 by groomsh Share this post Link to post Share on other sites
Alberich Report post Posted April 7, 2011 compile errors on win: eye_candy/eye_candy.cpp: In member function 'void ec::Shape::draw()': eye_candy/eye_candy.cpp:337:62: error: 'glMultiTexCoord1f' was not declared in this scope eye_candy/eye_candy.cpp: In member function 'void ec::CaplessCylinders::draw(float)': eye_candy/eye_candy.cpp:944:62: error: 'glMultiTexCoord1f' was not declared in this scope Share this post Link to post Share on other sites
Xaphier Report post Posted April 7, 2011 (edited) compile errors on win: eye_candy/eye_candy.cpp: In member function 'void ec::Shape::draw()': eye_candy/eye_candy.cpp:337:62: error: 'glMultiTexCoord1f' was not declared in this scope eye_candy/eye_candy.cpp: In member function 'void ec::CaplessCylinders::draw(float)': eye_candy/eye_candy.cpp:944:62: error: 'glMultiTexCoord1f' was not declared in this scope Should be fixed now, thanks Edited April 7, 2011 by Xaphier Share this post Link to post Share on other sites
Alberich Report post Posted April 7, 2011 Tried all effects with ECDEBUGWIN enabled and they worked so far. But hit an error while clicking random effects fast. Screen went almost black and had to restart client. take_snapshot: 153 glReadBuffer(GL_BACK) problem. But think I've seen this occasionally before (one or two times), so could be a local issue. Share this post Link to post Share on other sites
Xaphier Report post Posted April 9, 2011 feature/eye_candy_2 is now merged into main. The branch feature/eye_candy_2 is removed. Share this post Link to post Share on other sites
puush Report post Posted April 11, 2011 (edited) I compiled new client and now all text is surrounded by black, and all effects (harvesting, smoke) are very blocky. Also, many objects - like bushes or mud patches are surrounded by black squares, so it looks kind of ugly. Am I missing anything? Ok, I forgot to download files. Now smoke and harvesting effects are ok, but text and black squares are still there. Also, all characters are now blond screenshot: http://img689.imageshack.us/i/screenshotpuushonmainet.png/ Edited April 11, 2011 by puush Share this post Link to post Share on other sites
groomsh Report post Posted April 11, 2011 You need to download also the client update files from [here] Share this post Link to post Share on other sites
puush Report post Posted April 11, 2011 You need to download also the client update files from [here] Thanks! Share this post Link to post Share on other sites
puush Report post Posted April 11, 2011 Ok, that was too early. Update fixed text issues, but all objects on the floor are still surrounded by black squares. Share this post Link to post Share on other sites
Sir_Odie Report post Posted April 11, 2011 (edited) The new 2D objects aren't available yet, so the black squares will remain until all data-files are updated and ready for download (maybe in the next release of the test-client). Edited April 11, 2011 by Sir_Odie Share this post Link to post Share on other sites
Alberich Report post Posted April 25, 2011 As noted above I'm getting gl errors since these eye candy changes. [23:58:17] Error: take_snapshot: 163 glReadBuffer(GL_BACK) problem. It seems they are related to map changes. A build with OPENGL_TRACE shows this instead of the above message. [00:29:31, gamewin.c:1162] Error: OpenGL Der Vorgang ist ungültig. (translation: "Error: OpenGL The operation is invalid.") Share this post Link to post Share on other sites