Bertram {l Wrote}:Here are a few questions:
The RT Shader system is initialized here now. (I moved back its initialization from the ODFrameListener back to the render manager as it looks more appropriate.)
https://github.com/OpenDungeons/OpenDun ... er.cpp#L81
and here:
https://github.com/OpenDungeons/OpenDun ... r.cpp#L116
As I can see you've started working on making the shader do its job when creating entities:
https://github.com/OpenDungeons/OpenDun ... .cpp#L1336
https://github.com/OpenDungeons/OpenDun ... .cpp#L1355
But here, a TODO says it's not the right thing. Do you know why?
https://github.com/OpenDungeons/OpenDun ... .cpp#L1340
I say this because if i can add support to specify the normal texture of creature, rooms and tiles at load time,
I do think it would resolve the problem. What do you think?
- Creature normal texture name could be added in the creature definition.
- Room/trap objects and tiles could be hardcoded within the class for now, while waiting for a tileset definition file and such.
- Equipment normals could be defined in the future equipment catalog file.
Bertram {l Wrote}:Also, why did you invalidate the default scheme there?
https://github.com/OpenDungeons/OpenDun ... .cpp#L1333
I can't remember, it's been a while. Generally I wanted to make the code less interdependent, and there is a lot of singleton classes and other classes that do far too much, so maybe it has something to do with that.
It may also be that I wanted it to only add shaders when a new model is loaded, rather than a new entity(not sure if does that now or not), and for whatever reason I thought it should be elsewhere because of that.
Now I would have thought that it ought to be possible to specify more of the RTshader stuff in the material files, at the very least specify the extra texture units that are used for normals (and specular mapping for that matter), or at least it should be, but I don't know.
Again, not sure. I think it might have been to force a refresh or something. I was still testing the RTshader out, so there is probably a bit of hacky test-code there.
Now I would have thought that it ought to be possible to specify more of the RTshader stuff in the material files, at the very least specify the extra texture units that are used for normals (and specular mapping for that matter), or at least it should be, but I don't know.
Oh Great Owner Of The Open Dungeon Project.
Since you asked me to review your patch Bertram, works fine here. (Note: I still am not able to work much on the project, if I somehow gave the impression that I was.)
It's merged. Scarab and rock golem are quite fine to see wanderingBertram {l Wrote}:I've asked hwoarangmy to review for the merge, but anyone can of course have a look.
As expected, it was my mistake. The patch is done. I used a wrong path on my computer and pushed it directly into the main repository. As it is a small fix, I don't think it is worth removing. I will be more careful next time. But if someone could have a look, I would be grateful.Danimal {l Wrote}:One last thing, while capturing a video i saw the main menu refresh at 1530 frames per second!!! while the game ranges 30-50 f/s ; shouldnt it be limited?
As it is a small fix, I don't think it is worth removing. I will be more careful next time. But if someone could have a look, I would be grateful.
ok I will remove itBertram {l Wrote}:@hwoarangmy: Please, remove the logging about entities deletion next time you 're preparing something. It is making the game's end slow, in fact. Thanks
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