On 2/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I noticed the textures in wz are abit 'blur',so I tried to sharpen
texture
png's with gimp's sharpen filter,it does look a bit better but it
also runs
significantly
Am Sonntag, 11. Februar 2007 schrieb The Watermelon:
On 2/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I noticed the textures in wz are abit 'blur',so I tried to sharpen
texture
png's with gimp's sharpen
Dennis Schridde schreef:
Am Sonntag, 11. Februar 2007 schrieb The Watermelon:
On 2/10/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
On Sat, 10 Feb 2007 15:51:59 -0500 The Watermelon
[EMAIL PROTECTED] wrote:
I noticed the textures in wz are abit 'blur',so I tried to sharpen
yes I know the texture 'quality' makes no difference in memory as long as
the total number of bits are changed,it's just weird WZ render lags the
overall performance in the areas where you least expected:
1.the matrix multiplications' performance impact is minor(probably 5% fps
drop) with
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The Watermelon wrote:
yes I know the texture 'quality' makes no difference in memory as long as
the total number of bits are changed,it's just weird WZ render lags the
overall performance in the areas where you least expected:
Maybe this has
The only thing I can think of would be that sharpened images are less
amenable to texture compression (I do not know if that is true - it is
just a conjecture), and the textures take more space in the GPU cache
or need to be swapped out. How much GPU RAM do you have?
We do not currently request
On 2/11/07, Linas Žvirblis [EMAIL PROTECTED] wrote:
Maybe this has something to do with the increased number of individual
colors in the texture? Although it should not matter much if the bit
depth remains the same, so just a wild guess...
Are you sure you save the textures in the same
I got compiling wz2100 under win/mingw32 working again and tested the
new trunk and i saw a few weired things.
- Shadows don't work.
- Weired image switches, if i hover a button in the menu.
See image 1:
http://img.rootzilla.de/img/3e065ef90e474b80b240161b09c49ec03c274ebc.jpg
And image 2:
On 2/11/07, Kamaze [EMAIL PROTECTED] wrote:
I got compiling wz2100 under win/mingw32 working again and tested the
new trunk and i saw a few weired things.
- Shadows don't work.
- Weired image switches, if i hover a button in the menu.
See image 1:
Shadow works fine now. I did mess up my configfile.
The Watermelon schrieb:
On 2/11/07, Kamaze [EMAIL PROTECTED] wrote:
I got compiling wz2100 under win/mingw32 working again and tested the
new trunk and i saw a few weired things.
- Shadows don't work.
- Weired image switches, if i hover a
Am Sonntag, 11. Februar 2007 schrieb Linas Žvirblis:
The Watermelon wrote:
yes I know the texture 'quality' makes no difference in memory as long as
the total number of bits are changed,it's just weird WZ render lags the
overall performance in the areas where you least expected:
Maybe
Am Sonntag, 11. Februar 2007 schrieb The Watermelon:
yes I know the texture 'quality' makes no difference in memory as long as
the total number of bits are changed,it's just weird WZ render lags the
overall performance in the areas where you least expected:
1.the matrix multiplications'
Am Sonntag, 11. Februar 2007 schrieb Kamaze:
Shadow works fine now. I did mess up my configfile.
The Watermelon schrieb:
On 2/11/07, Kamaze [EMAIL PROTECTED] wrote:
I got compiling wz2100 under win/mingw32 working again and tested the
new trunk and i saw a few weired things.
- Shadows
On 2/11/07, Dennis Schridde [EMAIL PROTECTED] wrote:
Am Sonntag, 11. Februar 2007 schrieb The Watermelon:
yes I know the texture 'quality' makes no difference in memory as long
as
the total number of bits are changed,it's just weird WZ render lags the
overall performance in the areas where
On 2/11/07, Troman [EMAIL PROTECTED] wrote:
Back to this loading topic. I wasn't reading all mailinglist messages
lately, but from reading old messages looks like this is still not resolved.
Anyhow, I fixed the crash in saving the game. Loading the game
resulted in a different crash, which
The Watermelon wrote:
On 2/10/07, *Gerard Krol* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi all,
As some of you may know, power required and hit points of droid parts
are stored in central arrays. Individual body types are an index into
this array and are used like
- Original Message -
From: Ari Johnson [EMAIL PROTECTED]
To: Development list warzone-dev@gna.org
Sent: Sunday, February 11, 2007 8:17 PM
Subject: Re: [Warzone-dev] Current problems
On 2/11/07, Troman [EMAIL PROTECTED] wrote:
Back to this loading topic. I wasn't reading all
- Original Message -
From: Ari Johnson [EMAIL PROTECTED]
To: Development list warzone-dev@gna.org
Sent: Sunday, February 11, 2007 10:12 PM
Subject: Re: [Warzone-dev] Current problems
On 2/11/07, Troman [EMAIL PROTECTED] wrote:
- Original Message -
From: Ari Johnson [EMAIL
On 2/11/07, Troman [EMAIL PROTECTED] wrote:
- Original Message -
From: Ari Johnson [EMAIL PROTECTED]
To: Development list warzone-dev@gna.org
Sent: Sunday, February 11, 2007 10:12 PM
Subject: Re: [Warzone-dev] Current problems
On 2/11/07, Troman [EMAIL PROTECTED] wrote:
-
Am Samstag, 27. Januar 2007 schrieb Dennis Schridde:
Am Donnerstag, 28. Dezember 2006 schrieb Dennis Schridde:
Hello everyone!
I can't find the last thread on this topic anymore, so I started a new
one...
I am currently into replacing the resource system with a Lua driven one.
Works
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