View Issue Details

IDProjectCategoryView StatusLast Update
0000978FSSCPgraphicspublic2006-07-17 00:40
Reporterstarman01 Assigned Totaylor  
PrioritynormalSeverityfeatureReproducibilityalways
Status resolvedResolutionfixed 
Summary0000978: Glowpoints not working in CVS after 05.July.2006
DescriptionMy Carrier models use a lot of glowpoints (+100) mostly for runway-lights and stuff.

With the current CVS (Standardbuilds)around 50% of the points are not displayed anymore. It's both type of glowpoints that are missing, so it must be an overall problem.

It worked fine in 3.6.9 RC4

System:Specs :

Pentium 3,1 GHZ, 1GB RAM, Radeon 9800 pro, playing uder D3D8 with 1024x768 x 2AA

Flags used : -spec -glow -jpgtga -2d_poof -ship_choice_3d -wcsaga -snd_preload -fps -ambient_factor 120 -wcsaga
TagsNo tags attached.

Activities

Shotman

2006-07-09 12:01

reporter   ~0006112

Try OpenGL its better

starman01

2006-07-10 14:17

reporter   ~0006134

1) I don't want to, since I prefer D3D after all
2) OGL isn't working at all for me, using the most recent catalyst-drivers (and I am certainly not willing to downgrade just for that since the new driver is really good

starman01

2006-07-11 14:23

reporter   ~0006141

For your information, this bug also made it into 3.6.9 RC5

Goober5000

2006-07-11 15:53

administrator   ~0006144

Last edited: 2006-07-11 15:53

Yeah, this was broken during the glowmap fix. It will be fixed in time for 3.6.9, but we need to find out what went wrong.

edited on: 07-11-06 11:53

taylor

2006-07-15 22:18

administrator   ~0006185

Does http://icculus.org/~taylor/fso/testing/multi_test.rar still have this problem?

And it would probably help to have access to this model/textures for testing purposes.

starman01

2006-07-16 12:37

reporter   ~0006200

Last edited: 2006-07-16 12:37

The build you have posted here has the same problem. The same glowpoints are missing. Check your PM (in a couple of minutes), I have send you a download-link for one of the carrier models.

edited on: 07-16-06 08:37

taylor

2006-07-16 13:41

administrator   ~0006202

The limit is 32. This isn't actually a new limit however, it's just enforced now since not having a limit is effectively a bug. Previously it was still at 32 because that's only the number that could be controled. With the recent changes it would take no more than 32 banks out of the model for use, whereas before it would read and try to use them all.

But, this is for glow point *banks*, not the actual number of glow points. There are a max of 32 glow banks, with 30 glow points per bank. For runway usage though I suppose it would be rather difficult to reduce the number of banks properly and still have a nice effect.

Increasing the limit is an actual possibility now with the new code, but I'm going to be rude and dump the limit-bump decision on Goober. :)

starman01

2006-07-16 14:02

reporter   ~0006203

Oh come on, is this feature really problematic ? I never encountered any problems with that, and I'm using it now for nearly 2 years. You are right, that 32 banks are not enough for having two moving runlight banks, otherwise they will be too short. :-(

It would really suck dumping this nice effect, I thought it always being special. If the problem is the max of glows, can't you change it to 50 banks with only 15 glows or so ?

taylor

2006-07-16 15:15

administrator   ~0006204

The problem isn't the number of glows, the bug was that you could only manage the first 32 via sexp and any more glows than that could actually cause problems (the original code was too hackish). When that was fixed the limit was just kept at 32. The new code makes it easy to bump the limit higher though so now it is actually possible to have more than 32, if the limit gets bumped.

I can't see any reason not to bump it to 50 or so though. The differnce in memory usage would be negligible, and it would make no difference in texture usage. Unless Goober objects, assume that it will be bumped to at least 50 for 3.6.9 final.

Goober5000

2006-07-16 19:46

administrator   ~0006206

That's fine with me.

Though I need to get acquainted with std::vector. :) We've had a lot of limit-bumping requests recently.

taylor

2006-07-16 20:35

administrator   ~0006207

Last edited: 2006-07-16 21:02

I'll happily make it dynamic and commit the changes tonight if you want. The changes to make it dynamic would take me just a few minutes.

EDIT: Done. I'll commit the changes after I get some food.

edited on: 07-16-06 17:02

Goober5000

2006-07-16 23:12

administrator   ~0006208

Hmm... in that case, could you make the sexp nodes dynamic too? ;)

taylor

2006-07-17 00:40

administrator   ~0006209

Ok, should be fixed now. It worked ok with the retail models I tried and the problem model here. If you notice a problem with the next build then just reopen this bug and I'll take another look.


Fixered.

Issue History

Date Modified Username Field Change
2006-07-09 06:06 starman01 New Issue
2006-07-09 12:01 Shotman Note Added: 0006112
2006-07-10 14:17 starman01 Note Added: 0006134
2006-07-11 14:23 starman01 Note Added: 0006141
2006-07-11 15:53 Goober5000 Note Added: 0006144
2006-07-11 15:53 Goober5000 Note Edited: 0006144
2006-07-15 22:18 taylor Note Added: 0006185
2006-07-16 12:37 starman01 Note Added: 0006200
2006-07-16 12:37 starman01 Note Edited: 0006200
2006-07-16 13:41 taylor Note Added: 0006202
2006-07-16 14:02 starman01 Note Added: 0006203
2006-07-16 15:15 taylor Note Added: 0006204
2006-07-16 19:46 Goober5000 Note Added: 0006206
2006-07-16 20:35 taylor Note Added: 0006207
2006-07-16 21:02 taylor Note Edited: 0006207
2006-07-16 23:12 Goober5000 Note Added: 0006208
2006-07-17 00:40 taylor Status new => resolved
2006-07-17 00:40 taylor Resolution open => fixed
2006-07-17 00:40 taylor Assigned To => taylor
2006-07-17 00:40 taylor Note Added: 0006209