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Messages - Destiny/Zack0Wack0

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91
Modification Help / Re: RTB Development
« on: August 15, 2012, 01:45:34 AM »
No, it shouldn't, because some file systems are, you know, case-sensitive.
Exactly. Sounds like a recipe for disaster if it's just guessing the image format from the extension, anyway. Maybe there's a reason.

92
Modification Help / Re: Filling the entire map with a physicalzone
« on: August 15, 2012, 01:41:05 AM »
one million torque units and then stuff starts to forget up, so i'd say that's the limit.

I forgot how you can show 1 million torque units in a scale for this, so i'm not much help on that part.
I am pretty sure that Torque has forgeted up that far away for ages. Definitely happened in Vanilla.

93
Modification Help / Re: Need help optimizing a function
« on: August 14, 2012, 01:01:56 AM »
Or don't use this step bullstuff at all and calculate it straight out.

94
Development / Re: 2012/08/10 - Bugs
« on: August 13, 2012, 06:59:22 AM »
How do you have no processor...
For anyone wondering, it's an Intel® Atom N450.

95
Modification Help / Re: Need help optimizing a function
« on: August 13, 2012, 01:29:50 AM »
I might be missing something here, but isn't finding the part of the day and the time until the next cycle as simple as (assuming %timeIntoDay is in the range [0, %dayLength]):

Code: [Select]
%quarter = mFloatLength(%dayLength / 4, 0);
%part = mFloor(%timeIntoDay / %quarter);
%timeUntilCycle = (%part + 1) * %quarter - %timeIntoDay;

96
General Discussion / Re: Can any laptop run shadows?
« on: August 13, 2012, 12:58:14 AM »
If you want more powerful laptops than Acer, for a slightly higher price, go with ASUS. Their laptops are amazing. Any of their laptops with NVIDIA cards should work fine for shaders. Even their Intel ones will work fine eventually (once Badspot optimizes it for Intel cards).

97
Suggestions & Requests / Re: 3D Bricks
« on: August 11, 2012, 10:14:58 PM »
Windows is a "SPECIAL", cuboid bricks are simply "BRICK" in the .blb at the second line. That would be a way to tell.
You can't access that information with out Badspot linking to it in the engine code. Shaders are compiled and sent to the GPU, they're not script files.

98
Suggestions & Requests / Re: 3D Bricks
« on: August 11, 2012, 06:10:35 AM »
Port mentioned that using shaders to create the illusion of a 3D stud should work but I'm not so sure. Last I checked GLSL bump mapping was rather low resolution. I might be wrong though.
It can be done using vertex shaders. Not sure how you would tell whether a brick is a cuboid though (and not for, e.g. a window).

99
General Discussion / Re: Blockland v21 + intel
« on: August 11, 2012, 12:21:25 AM »
Intel Integrated Graphics is simply too weak for shaders. The game will work like before (and maybe even better) if you disable shaders but it's not optimized for shaders because it's weak
Nope, not true at all, sorry. Intel chips are built for shaders otherwise they wouldn't pass shader tests or support anywhere from GLSL 2.0 - 4.0 (depending on the chip). Most of the latest chips can run up to version 4.0 shaders fast. Any laptops running Ivy Bridge will be especially fast (the Intel HD3000 actually runs faster than most other laptop graphics cards, from NVIDIA and co.). The 3000 can run Skyrim anywhere from medium to high (depending on processor and RAM), for example.

The thing that will kill the performance for old Intel cards will be the extra draw calls for any antialiasing or shadows. Although, notably, most Intel cards can run Skyrim (I'm using this as an example because it has quite a lot of shader usage) on low with low resolution shadows and textures.

The issue is not that Intel chips can't support Blockland. It's that Torque's rendering engine was not built for this sort of thing, so it will probably take a fair bit of tweaking for Badspot and kompressor to optimize it further to the point where Intel chips are supported. Or they might not even bother, which would be a disappointing result seeing as a large majority of users here use Laptops with Intel graphics chips.

100
Development / Re: 2012/08/10 - Bugs
« on: August 10, 2012, 09:57:39 PM »
What does this mean? \dev\Blockland\trunk\engine\bricks\octShadows.cpp:150 - GL Error: 1281 - GL_INVALID_VALUE
Checking for shader shadow support:
   - Enabled via $Shader::Enabled? YES
   - ARB_shader_objects present? YES
   - ARB_shading_language_100 present? YES
   - GLSL Language Version? 1.20 NVIDIA via Cg compiler
   - EXT_texture_array present? NO
   - EXT_texture3D present? YES
   - EXT_framebuffer_object present? YES
   - ARB_shadow? YES
   - ARB_texture_rg? YES
  o Shaders are INACTIVE
I'm getting exactly this except all fields say yes (and it uses the native GLSL 1.2 compiler) and then it complains about shadowCoef not being resolved when compiling the shaders (yet it is declared as a prototype function in common.glsl and defined in renderVsm_frag.glsl).

101
There are a lot of people trying to help but not really helping because what they're saying is wrong.

Intel processors are fine. Intel graphics cards can run blockland fine. Shaders do not work on Intel cards and there's a bunch of OpenGL errors in the console. This is the problem. Even though Intel cards are all integrated, you could probably run shaders on minimum or low on Intel cards like other integrated cards, if it worked.
This is not true at all. Intel cards are built for accelerated 3D and support shaders. Most of the latest integrated chips can run shader expensive games fine (even my stuffty card can do moderately well on shader expensive games). The issue here is whatever Blockland is doing is too expensive for the Intel cards. I would take a guess that it's the shadow passes.

102
Modification Help / Re: For loop doesen't go over 2048?
« on: August 10, 2012, 09:03:38 PM »
i = -1.
Except the results are clearly not negative.

103
Modification Help / Re: Is it possible to move a brick in a dif. group
« on: August 09, 2012, 02:58:09 AM »
There's another thing you have to do I think, but I can't recall what. I think bricks assume %brick.client is their owner on the server or something like that.

104
Modification Help / Re: For loop doesen't go over 2048?
« on: August 09, 2012, 02:54:03 AM »
Why do we need a program to see that this is not possible, or try and calculate the values of X?

It should be clear straight away that 1 / i will never be larger than 2 / i.

105
Modification Help / Re: blota. beta 2
« on: August 09, 2012, 01:21:14 AM »
Loving the scroll bars, where'd you get them?
The RTB lawyers won't be happy with this. Didn't you file a patent for those scrollbars earlier this year? I guess the lawyers are busy with Furling at the moment, though.

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