Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/12/09, Christian Ohm chr.xxx...@gmx.net wrote: On Thursday, 11 June 2009 at 23:56, bugs buggy wrote: Ok, found the problem. It isn't a driver issue, it is more of a oversight. It turns out, that if you set the texture size to something higher than the texture size of the tiles (which is a max of 128x128), then you get seams. Makes sense, when you think about what is going on. Well, of course that'll fix the seams as well. But it defeats the whole purpose of having texture pages at all, which was to prevent the performance impact of frequent OpenGL state changes due to every tile having its own texture. Though prhaps this isn't an issue anymore, some short testing showed no significant difference, and the new version even seemed a bit faster. Hmm? I don't think we are on the same page here. We load each texture tile onto a texture page. We have 4 (or more) texture pages. (1(or more) page for each of the tile resolutions we have, 16, 32, 64, and 128) The texture size can be currently set to 32 - 2048. If user has it set to 2048, then the texture coordinates are set for 2048, and not the actual tile of 128 (or 64...). We do not upscale the 128x128 textures to 2048x2048, and if we did, it would look hideous. And with that, I guess you can revert your half-pixel border hack. For now, I am forcing the texsize to 128.0 from getTextureSize(). (see r7723 r7724) Note, we will fix this another way, this is only a temp fix, since I am wondering why do we offer anything higher than 128 in the first place (for 2.2)? As I said, less texture changes is supposed to be faster. Though at least my driver/hardware doesn't heed that, it seems it likes lots of smaller textures a bit better than few large ones. I am not modifying the loading routines at all, so it still is a texture page. I just modify the coordinates for the texture tile that we are currently blitting. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginato...@gmail.com wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before Can you try to explain in words what stroke of genius it is that you implemented? We have tried a lot of approaches in the past, and whenever someone said I've fixed it! someone else found a problem with it or the seams were just harder to spot on some maps. What does everyone think of a simultaneous release of 2.2.1 and beta 2.3? There are several more bugs in trunk that need to be fixed before we can release even an alpha Some came in with the netplay branch merge, some are older. Several are definitely blockers. I would encourage everyone to start looking more closely at the bug tracker, and fix bugs for a while. Then we can branch and start some more systematic testing. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
Am Donnerstag, 11. Juni 2009 10:15:01 schrieb Per Inge Mathisen: On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginato...@gmail.com wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before Can you try to explain in words what stroke of genius it is that you implemented? I would like to know that too. We have tried a lot of approaches in the past, and whenever someone said I've fixed it! someone else found a problem with it or the seams were just harder to spot on some maps. I've fixed it! - http://gitorious.org/warzone2100/mainline/merge_requests/642 In fact I am not sure what stroke of a genius it was that I implemented before... Now the border should be actually one pixel and not some random fraction of one. What does everyone think of a simultaneous release of 2.2.1 and beta 2.3? There are several more bugs in trunk that need to be fixed before we can release even an alpha I am for releasing 2.2.1 earlier than the release of 2.3_alpha1. --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 0:27, bugs buggy wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before, Because it doesn't work (and I think we already tried it). See http://xs140.xs.to/xs140/09244/fixed-2.2983.jpg and http://xs140.xs.to/xs140/09244/fixed-trunk373.jpg. You need more than half a pixel border to prevent the seams. It's enough to make them a lot less noticable in trunk, but very much insufficient for the snow in 2.2. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 10:15, Per Inge Mathisen wrote: Can you try to explain in words what stroke of genius it is that you implemented? The start at the middle of the border pixel instead of the actual border-approach. Fails the far away terrain at sharp angles-test. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 11:35, Dennis Schridde wrote: I've fixed it! - http://gitorious.org/warzone2100/mainline/merge_requests/642 Nope, sorry. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/11/09, Christian Ohm chr@gmx.net wrote: On Thursday, 11 June 2009 at 0:27, bugs buggy wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before, Because it doesn't work (and I think we already tried it). See http://xs140.xs.to/xs140/09244/fixed-2.2983.jpg and http://xs140.xs.to/xs140/09244/fixed-trunk373.jpg. You need more than half a pixel border to prevent the seams. It's enough to make them a lot less noticable in trunk, but very much insufficient for the snow in 2.2. Something isn't right here then... no matter what angle, and no matter what zoom level, I do not have any seams anymore. http://imagebin.ca/view/DIlhZS_q.html Without the seam fix, I get : http://imagebin.ca/view/AlyUET.html With the seam fix, I get : http://imagebin.ca/view/PpYuPg.html http://imagebin.ca/view/YqN5gdTO.html http://imagebin.ca/view/36kws52.html http://imagebin.ca/view/mGPtyq.html http://imagebin.ca/view/MB90xU.html http://imagebin.ca/view/JRLgZK9P.html ... ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 13:01, bugs buggy wrote: Something isn't right here then... no matter what angle, and no matter what zoom level, I do not have any seams anymore. Does your card/driver support anisotropic filtering? If it doesn't (or you have disabled it in the driver), your fix might work. But with anisotropic filtering (which Warzone enables if available), OpenGL takes more of the surrounding texels, so a half-pixel border won't be enough. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/11/09, Per Inge Mathisen per.maxxx...@gmail.com wrote: On Thu, Jun 11, 2009 at 6:27 AM, bugs buggybuginxxx...@gmail.com wrote: In case you haven't noticed, in r7717 (trunk) r7718(2.2), I fixed the blasted seam issue. While I am still unclear why it wasn't fixed like this before Can you try to explain in words what stroke of genius it is that you implemented? All I did was move the texture coordinates like so. Take, texture size -1 / texture size then add the texture coordinates of the center of the tile. If tile texture size is 64, then it is 63/64 (= 0.984375). We then take the tile we need, * by 0.984375, and then add in .5/64 (=0.0078125) to produce the correct texture offset. We have tried a lot of approaches in the past, and whenever someone said I've fixed it! someone else found a problem with it or the seams were just harder to spot on some maps. I tested this on 2 platforms, and with all the camera angles I could do, both on a radeon 9600 a Nvidia 8800 ... what can I say, other than I don't got seams anymore. Not for trunk, not for 2.2. *shrug* What does everyone think of a simultaneous release of 2.2.1 and beta 2.3? There are several more bugs in trunk that need to be fixed before we can release even an alpha Some came in with the netplay branch merge, some are older. Several are definitely blockers. I would encourage everyone to start looking more closely at the bug tracker, and fix bugs for a while. Then we can branch and start some more systematic testing. I thought that is what everyone was doing anyway? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/11/09, Christian Ohm chr.xxx...@gmx.net wrote: On Thursday, 11 June 2009 at 13:01, bugs buggy wrote: Something isn't right here then... no matter what angle, and no matter what zoom level, I do not have any seams anymore. Does your card/driver support anisotropic filtering? If it doesn't (or you have disabled it in the driver), your fix might work. But with anisotropic filtering (which Warzone enables if available), OpenGL takes more of the surrounding texels, so a half-pixel border won't be enough. It does, I forced it on to 16x, and didn't see seams, and then tried AA set to 16xQ, and no seams. On linux for the 9600 card...tried anisotropic filter to 2x 16x, no seams. AA set to 6x (max it goes) no seams. I am guessing it has to do with your mesa drivers? Has anyone else did any tests yet? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 13:40, bugs buggy wrote: Does your card/driver support anisotropic filtering? If it doesn't (or you have It does, I forced it on to 16x, and didn't see seams, and then tried AA set to 16xQ, and no seams. On linux for the 9600 card...tried anisotropic filter to 2x 16x, no seams. AA set to 6x (max it goes) no seams. Seems like something else going on. I tried with and without anisotropic filtering, and always got seams. I am guessing it has to do with your mesa drivers? Has anyone else did any tests yet? May be. More testing would be nice. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
Am Donnerstag, 11. Juni 2009 18:22:39 schrieb Christian Ohm: On Thursday, 11 June 2009 at 11:35, Dennis Schridde wrote: I've fixed it! - http://gitorious.org/warzone2100/mainline/merge_requests/642 Nope, sorry. You mean that's broken, too? Looked fine on first sight, but it was hard for me to find a map where I could see a difference anyway. Which map do you test with? --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On Thursday, 11 June 2009 at 22:00, Dennis Schridde wrote: Am Donnerstag, 11. Juni 2009 18:22:39 schrieb Christian Ohm: Nope, sorry. You mean that's broken, too? Yes. It looked similar to Buginator's solution (http://xs140.xs.to/xs140/09244/fixed-trunk373.jpg). Looked fine on first sight, but it was hard for me to find a map where I could see a difference anyway. Which map do you test with? That's the first campaign, but any longer road should work (just look at it like in the above screenshot, and with a low resolution at fullscreen it's most obvious). ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
Am Donnerstag, 11. Juni 2009 22:12:54 schrieb Christian Ohm: On Thursday, 11 June 2009 at 22:00, Dennis Schridde wrote: Am Donnerstag, 11. Juni 2009 18:22:39 schrieb Christian Ohm: Nope, sorry. You mean that's broken, too? Yes. It looked similar to Buginator's solution At least this is a lot simpler... Looked fine on first sight, but it was hard for me to find a map where I could see a difference anyway. Which map do you test with? That's the first campaign, but any longer road should work (just look at it like in the above screenshot, and with a low resolution at fullscreen it's most obvious). Will try again next time using that map, thanks. --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/11/09, Christian Ohm chr.xx...@gmx.net wrote: On Thursday, 11 June 2009 at 13:40, bugs buggy wrote: Does your card/driver support anisotropic filtering? If it doesn't (or you have It does, I forced it on to 16x, and didn't see seams, and then tried AA set to 16xQ, and no seams. On linux for the 9600 card...tried anisotropic filter to 2x 16x, no seams. AA set to 6x (max it goes) no seams. Seems like something else going on. I tried with and without anisotropic filtering, and always got seams. I am guessing it has to do with your mesa drivers? Has anyone else did any tests yet? May be. More testing would be nice. Ok, found the problem. It isn't a driver issue, it is more of a oversight. It turns out, that if you set the texture size to something higher than the texture size of the tiles (which is a max of 128x128), then you get seams. Makes sense, when you think about what is going on. For now, I am forcing the texsize to 128.0 from getTextureSize(). (see r7723 r7724) Note, we will fix this another way, this is only a temp fix, since I am wondering why do we offer anything higher than 128 in the first place (for 2.2)? Once we can all agree that the seam issue is fixed now, I will proceed to the next step, which would be something like this: For 2.2: tileset should be capped to 128 max. (covers terrain + decals) and then we have the interface... I guess 128 max is more than enough for that? Backdrops max is 1024. For trunk, we have terrain max at 2048, decal max is 128, and interface max is 128(?), and backdrops max is 1024. Opinions on what the max texture size that we should allow for 2.2 trunk? I am thinking of offering a max / normal / low options in the main menu, instead of 32/64/../2048, that way, we can always use the best setting for each case? ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
On 6/11/09, Dennis Schridde devurxx...@gmx.net wrote: Am Donnerstag, 11. Juni 2009 10:15:01 schrieb Per Inge Mathisen: We have tried a lot of approaches in the past, and whenever someone said I've fixed it! someone else found a problem with it or the seams were just harder to spot on some maps. I've fixed it! - http://gitorious.org/warzone2100/mainline/merge_requests/642 Error 503 Service Unavailable Service Unavailable Guru Meditation: XID: 352779282 Varnish I would look, but it seems they are having issues... It is kinda hard to see what everyone is doing @ gitorious, trac / CIA don't currently monitor that repo... ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] 2.2.1 release date / 2.3 beta release date?
and dont forget to fix that other little thingy that i pointed out... and yes to the bringing out of both. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev