Author |
Message |
lucius DarkXL Developer
Joined: 17 Feb 2008
|
Posted: Feb 03, 2010 07:58 Post subject: Rendering Issues |
|
|
I ran into some corner cases that aren't quite working, when it comes to a few complex sectors. However if I partially disable some of the culling (making it more conservative) and clipping then all the vanilla levels are rendered mostly correctly - though there are some minor rendering errors that weren't there before. You should still get better performance and a bunch of other fixes and additions so I've decided to release a build later tonight so that I can get back to gameplay and work on the remaining issues over time. I will still work on incremental builds, basically always making sure that the current renderer remains working as I fix the remaining problems. Once the problems are fixed, I'll turn on the missing pieces and then everything should render correctly.
So is everyone ok with the occasional rendering errors to get this thing moving again? (I think that's a rhetorical question - but you never know)
Anyway a new build is a few hours away.
_________________ DarkXL....http://darkxl.wordpress.com |
|
klasodeth Trandoshan
Joined: 03 Mar 2008
|
Posted: Feb 03, 2010 08:16 Post subject: |
|
|
As long as the rendering errors don't consist of a blue screen and the contents of a memory dump, it's fine by me.
Edit: Figures my main laptop would choose today to crash and burn.
|
|
lucius DarkXL Developer
Joined: 17 Feb 2008
|
|
Emon Ree-Yees
Joined: 10 Aug 2007
|
Posted: Feb 14, 2010 21:07 Post subject: |
|
|
Is performance really a concern? I can't imagine any DF level in existence providing any problem in terms of rendering speed. Even if you were rendering all of it.
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Feb 14, 2010 21:54 Post subject: |
|
|
Holy phrik. I just realised that I haven't played Mines XL yet!
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Feb 14, 2010 22:00 Post subject: |
|
|
Wow, that was intense. Non-scrambled floor and ceiling textures.
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
Posted: Feb 14, 2010 22:19 Post subject: |
|
|
Barry Brien wrote:
Holy phrik. I just realised that I haven't played Mines XL yet!
Wow, awesome idea. I must go try
EDIT: Wow, that was . . . disturbing. Now, back on topic: amazingly, Mines includes one of these complex sectors that's causing rendering issues. Who'd have thought it was possible? Also, it demonstrated another issue (not sure if this is meant to be finished yet, though I thought I'd let you know): while larger textures can be used on floors and ceilings in DXL, your dynamic lights don't work right with these textures. If a light is present, the "recolored" part of the texture is shrunk back down to 64x64, which looks VERY wierd. I'd show you a screenshot, but I don't remember how to get one in DXL, and again, it's just Mines, so it may not even be worth noting yet.
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Feb 14, 2010 23:08 Post subject: |
|
|
I didn't notice any rendering issues. I did see a 3do that was sunken into the floor flicker a bit, but that's to be expected I think.
|
|
sheepandshepherd Trandoshan
Joined: 01 Apr 2008
|
|
Barry Brien Dark Trooper Phase 1
Joined: 26 Sep 2003
|
Posted: Feb 15, 2010 01:55 Post subject: |
|
|
That's just a wonderful feature of Mines. When you see it in DF it just leads to crazy Homming. The idiot tore an adjoined wall from its partner and it remained adjoined.
|
|
|