Thanks for testing everybody! Thanks for reviewing, Tibor.
@bunnybot merge
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The proposal to merge lp:~widelands-dev/widelands/use_image_cache into
lp:widelands has been updated.
Commit Message changed to:
- Build a texture atlas with the most commonly used images on startup.
- Mild refactorings in the graphic initialization.
- Add a caching mechanism to remember
Review: Resubmit
Okay, I simplified the code as there is no need to cache the images anymore on
disk - building the atlas is fast. I updated the commit message, merged trunk
and removed codecheck warnings. Tibor, if you approve of the code, could you
merge it in?
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I'm online today, so I can do some testing.
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I think this is https://bugs.launchpad.net/widelands/+bug/1531114. I will look
into that soonish. Can this branch go in?
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Review: Approve
I am all for merging it.
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Looks like my bug is https://bugs.launchpad.net/widelands/+bug/1531114 indeed -
seems more pronounced with small screen resolutions maybe?
I won't have time to look at the code until end of next week, but if everything
has been checked, it can go in.
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Is there a great difference between fullscreen and window mode? I used windowed
mode to have the task manager open to see the CPU usage.
I just tested a little game on my laptop and this branch as current trunk uses
about 12% CPU... So no difference?
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I gave this a quick spin in my VM and it runs fine. There is a problem with
drawing rectangles though - got probably introduced in one of the previous
graphics branches.
https://launchpadlibrarian.net/234364565/rectangles.png
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I have the same problem as GunChleoc - though I did not notice it.
Otherwise, it works nicely
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fullscreen and window will likely not make a huge difference. But the size of
the widelands drawing area (i.e. resolution in game) and the amount of objects
on it. The more different objects (terrains, roads, buildings, workers,
critters and windows) the higher the difference in load.
Also
OK, I like it.
And I think there will be no more testers, unless GunChleoc shows up.
I am willing to approve it if you think my approval is sufficient.
Of course there is still some NOCOM in diff and you have to mute a logging
about images as you mentioned.
BTW, windows builds were tested?
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Runs fine, the time to create the atlas and loading images is very short on my
old AMD CPU. Tested editor and a save game. File sizes:
ls -lh
insgesamt 2,4M
-rw-r--r-- 1 kaputtnik users 79K 14. Jan 16:36 texture_atlas.lua
-rw-r--r-- 1 kaputtnik users 2,3M 14. Jan 16:36 texture_atlas_00.png
CPU
I changed the code back to load an image from disk if it was not already
loaded. That is the current behavior in trunk too. I just added logging to get
a feeling how often that actually happens. I'll remove it before merging.
nicolai, if you undo the last commit you have the originial behavior
So it will not built it at once on start, but instead it will expand it on the
fly as new images are needed during the game? Correct?
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no. sorry, that explanation was confusing.
It will immediately on start build a small one (~1024x1200 pixels) that
contains frequently used images like the UI elements, buildhelp & the roads and
world textures. Every other image will be loaded as needed from disk and put
into a separate
Well, it compiled, building of that cache was fast, BUT I see a lot of output
like this in console:
Image with hash tribes/workers/barbarians/lumberjack/walk_ne_08_pc.png not
found. Loading from disk.
Image with hash tribes/workers/barbarians/lumberjack/walk_ne_09_pc.png not
found. Loading
I need another round of testing, please.
I modified the code to only pack terrains, roads and tribe borders and the
pics/ subdirectory into a texture atlas and load all other graphics as needed
from disk. This is what Nicolai requested - the code requires terrains and
roads to be in the same
I can not start it in VirtualBox (Mint in Arch linux) - I am getting
segmentation fault while building the texture. But virtualbox simply is not
good enough virtualization tool for running such game inside a guest I think
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AFAIK VirtualBox is bit worse in regard to 3D acceleration, but testing in
VMWare is also very usefull
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I will look into running with a minimal texture atlas through a commandline
option and profile how much performance that cost on my system.
Probably not before the weekend though.
In the meantime, more testing with virtual machines would be great!
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enting further, that would of
course be greatly appreciated!
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Review: Approve
Compiles and runs fine on windows. I would really like to see this land in
trunk as soon as possible.
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Review: Approve
Yes, great enhancement. No flickering anymore (which came up with the new font
renderer):
- Fixes bug 1509791
- may this could help also fixing the bug related to some wrong colored
shadows? See bug 1519361
A suggestion, if possible. After the image atlas is created a black
Thanks for adding the file :-) I just compile and want to test.
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Review: Needs Fixing
Currently the images in campaigns are not cached.
Starting any campaign mission fails.
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Review: Resubmit
Images in campaigns are fixed now.
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Review: Needs Fixing
I wanted to test this branch on my laptop right now, and I have to say it's a
bit of a nightmare, all of which can be roughly summarized as "this is probably
not a good idea when VRAM is small". Let me list a number of problems in no
particular order:
1) Our driver
Nicolai, could you outline what VRAM means in this case? I did not understand a
lot of your last post, it is full of things that I have no understanding of.
So far the only feedback I got is that this change improves the performance - I
tested it on old macs too which has only integrated
If there is such problem it must be discussed thoroughly.
I just tested it on my linux box, with integrated intel HD 4000 and 8 GB RAM
(this probably matters much) and no visible problems and it seems to be running
nicely.
I googled a bit how to find out VRAM or whatever it is and found two
VRAM is Video RAM, which in the case of integrated graphics is a part of the
physical RAM which is reserved for the GPU. Run `free` to get an idea of how
large it is approximately: the total memory shown will be less than the
physical amount of RAM, reflecting how much is available to the CPU.
uce CPU load, I have no idea by
how much.
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