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macsforme | tupone: yes, it looks different... how is it different exactly, or what lighting model does it use? | 10:40 |
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macsforme | I read your shaders, but it wasn't immediately clear to me if you were trying to exactly replicate the fixed-function lighting, or do something else | 10:41 |
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blast007 | just tried the GL2.0 branch here (Debian Stretch, i3-3220 w/ Intel HD 2500 graphics). had to disable the configure check for glm and copy glm into our include/ directory since stretch has 0.9.8 and it needs 0.9.9. getting about 25 to 35 FPS at 1920x1200 when nobody is shooting, but when there are several shots on screen it drops to 6 to 14 FPS, whereas normally I get 70 to 90, sometimes as ... | 12:56 |
blast007 | ... high as 120, on the same map (mofo). Some walls on the map, at times, would go dark, possibly some lighting issue with shots. | 12:56 |
blast007 | Also, I think the shot ending explosion smoke sticks around after a shot is dead. | 12:57 |
blast007 | gonna upload some screenshots quick | 12:57 |
blast007 | https://static.bzexcess.com/misc_screenshots/GL2.0/ #3 shows the box normally, #4 shows the darkened sides on two boxes, and #5 shows the left over "puff" of smoke (unsure if it's the end of a shot or the start of a shot that generates that) | 13:09 |
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BZNotify | master @ bzflag.org: blast007 pushed 1 commit (https://git.io/fjXE6): | 16:30 |
BZNotify | master @ bzflag.org: blast007 df024e: Fix the directory name on the contributing page. (https://git.io/fjXEi) | 16:30 |
tupone | macsforme: is exactly the things we do before (I suppose), but in the fragment shader | 17:13 |
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tupone | before all the lighting was made in the vertex and interpolated. Now is done pixel by pixel. | 17:14 |
tupone | I know that there is a bigger workload unless the GPU makes all the work. | 17:25 |
tupone | https://paste.pics/63Q2M | 17:29 |
tupone | However the work is not finished, and the GL2.0 with light done on vertex shader is as fast as the 2.4 | 17:30 |
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