Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-17 Thread SirVer
Thanks for testing everybody! Thanks for reviewing, Tibor. @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-17 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/use_image_cache into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 -- Your team Widelands Developers is subscri

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread SirVer
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? --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread GunChleoc
I'm online today, so I can do some testing. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread SirVer
I think this is https://bugs.launchpad.net/widelands/+bug/1531114. I will look into that soonish. Can this branch go in? -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread TiborB
Review: Approve I am all for merging it. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas. ___ Mailing list:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread GunChleoc
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. --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread kaputtnik
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? --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread GunChleoc
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 --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread TiborB
I have the same problem as GunChleoc - though I did not notice it. Otherwise, it works nicely -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-16 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-15 Thread TiborB
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? --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-14 Thread kaputtnik
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-14 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-14 Thread TiborB
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? -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-14 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-14 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-13 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-12 Thread TiborB
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 --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-11 Thread TiborB
AFAIK VirtualBox is bit worse in regard to 3D acceleration, but testing in VMWare is also very usefull -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-11 Thread SirVer
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! --

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread SirVer
enting further, that would of course be greatly appreciated! -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/use_image_cache into lp:wid

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread Tino
Review: Approve Compiles and runs fine on windows. I would really like to see this land in trunk as soon as possible. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread kaputtnik
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread kaputtnik
Thanks for adding the file :-) I just compile and want to test. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/use_image_cache into lp:widelands

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread Tino
Review: Needs Fixing Currently the images in campaigns are not cached. Starting any campaign mission fails. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread SirVer
Review: Resubmit Images in campaigns are fixed now. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/full_texture_atlas. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread Nicolai Hähnle
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread SirVer
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread TiborB
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-10 Thread Nicolai Hähnle
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.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/use_image_cache into lp:widelands

2016-01-09 Thread Nicolai Hähnle
uce CPU load, I have no idea by how much. -- https://code.launchpad.net/~widelands-dev/widelands/use_image_cache/+merge/282106 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/use_image_cache into lp:widelands. ___