Search found 119 matches
- 04 Mar 2012, 14:22
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
The other thing that would might help loading times would be to use the Ogre Paging rather than the cellLoaded/cellRemoved to decide when to load terrain as there are 4 blocks of terrain per cell so we may be loading too much. EDIT: Downside is that it would take some reworking as RenderingManager d...
- 04 Mar 2012, 11:25
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
could you batch the work you are doing? like do X amount of work, then when that has been processed, do another lot of work? In theory yes, you could divide the work into 36 segments. It would be a bit of a pain to do however and it isn't worth putting in the time when we are not sure it is a probl...
- 03 Mar 2012, 23:21
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
Yeah, if we need it in the future I am sure we can find a way of spreading the work out over multiple frames.
Also, Ogre 1.8 should (in theory) give us some more terrain performance improvements.
Also, Ogre 1.8 should (in theory) give us some more terrain performance improvements.
- 03 Mar 2012, 23:18
- Forum: Feature Requests and Suggestions
- Topic: Mapping: Bump, Glow, Normal, etc
- Replies: 4
- Views: 3877
Re: Mapping: Bump, Glow, Normal, etc
I would assume they could already. We haven't taken the Ogre mesh support out.gus wrote:What I think would be even better (and simpler too), would be to allow modders to use Ogre mesh format. This way, modders could use any shader they want.
- 03 Mar 2012, 21:31
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
Threw the terrain code through a profiler and the loading time issue is the composite maps. I thought they were handled differently (i.e. created in another thread) but as it uses RTT this isn't the case.
- 03 Mar 2012, 15:24
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
Yes, I could only reproduce the crash with 1.7 debug builds.Zini wrote:As I understand it the crashes I was getting with the terrain code were specific to 1.7. Or am I confusing something here.
- 03 Mar 2012, 14:24
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
The issue that made us unable to release using 1.7.x was only an issue when compiled with debug mode I think. Terrain could be put in before Ogre 1.8 but it would need a flag to enable/disable it so that it doesn't get in the way of people debugging OpenMW.
But yeah. I agree with Zini
But yeah. I agree with Zini
- 03 Mar 2012, 10:39
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
Terrain is pretty much done apart from distant land (which will come at some point in the future) and faster loading.ElderTroll wrote:2) Despite number 1, it is exciting hearing that you two are making so much progress. Keep up the good work.
- 03 Mar 2012, 01:31
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
Re: Terrain
Scrawl: I am currently messing around loading terrain asynchronously. I have some very bad code that seems that it leads to better performance and far less noticeable loading times... at least it would if it would use another core. At present it just seems to use the same core and slow the game down...
- 02 Mar 2012, 18:34
- Forum: General Development
- Topic: Terrain
- Replies: 104
- Views: 40797
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...