Search found 119 matches

by Yacoby
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...
by Yacoby
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...
by Yacoby
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.
by Yacoby
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

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.
I would assume they could already. We haven't taken the Ogre mesh support out.
by Yacoby
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.
by Yacoby
03 Mar 2012, 15:24
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40797

Re: Terrain

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.
Yes, I could only reproduce the crash with 1.7 debug builds.
by Yacoby
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 ;)
by Yacoby
03 Mar 2012, 10:39
Forum: General Development
Topic: Terrain
Replies: 104
Views: 40797

Re: Terrain

ElderTroll wrote:2) Despite number 1, it is exciting hearing that you two are making so much progress. Keep up the good work.
Terrain is pretty much done apart from distant land (which will come at some point in the future) and faster loading.
by Yacoby
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...
by Yacoby
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...