View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000978 | FSSCP | graphics | public | 2006-07-09 06:06 | 2006-07-17 00:40 |
| Reporter | starman01 | Assigned To | taylor | ||
| Priority | normal | Severity | feature | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000978: Glowpoints not working in CVS after 05.July.2006 | ||||
| Description | My 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 | ||||
| Tags | No tags attached. | ||||
|
|
Try OpenGL its better |
|
|
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 |
|
|
For your information, this bug also made it into 3.6.9 RC5 |
|
|
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 |
|
|
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. |
|
|
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 |
|
|
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. :) |
|
|
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 ? |
|
|
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. |
|
|
That's fine with me. Though I need to get acquainted with std::vector. :) We've had a lot of limit-bumping requests recently. |
|
|
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 |
|
|
Hmm... in that case, could you make the sexp nodes dynamic too? ;) |
|
|
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. |
| 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 |