moriah | ~allejo++ | 00:09 |
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allejo | i did a thing! | 00:11 |
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blast007 | tupone: the GL 2.0 version is roughly half as fast as the normal client on my i3-3220 / Intel HD 2500 | 01:39 |
blast007 | (without the lighting shader changeset) | 01:39 |
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tupone | blast007: ok. I will check here if I can do something. | 05:57 |
macsforme | all the MSAA stuff should have proper checks for the needed extension(s) | 06:35 |
macsforme | no complaints from me though if someone wants to double check it on a system without those extensions... I think I did check that before (not positive), but not since we introduced GLEW | 06:36 |
tupone | macsforme: yes, I just forgot the check while preparing to do the shadow map | 07:11 |
tupone | macsforme: do you confirm the reduction in frame per seconds of GL2.0 | 07:12 |
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macsforme | tupone: I believe the framerate varied wildly, so it was hard to tell... I can try to check again | 07:32 |
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macsforme | tupone: okay it's pretty stable now actually... standard 2.4.18 is about 283FPS, and your GL2.0 branch is about 523FPS, on my GTX TITAN | 18:18 |
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tupone | macsforme: great. Is that with light on fragment shader ? | 19:55 |
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BZNotify | bzflag: atupone synchronized pull request #194 "Use glm instead of our implementation (vectors.h)" (https://git.io/fjYFq) | 20:24 |
BZNotify | bzflag: atupone synchronized pull request #199 "Missile guidance math rewritten" (https://git.io/fj0lw) | 20:25 |
BZNotify | bzflag: atupone synchronized pull request #148 "Use of Vertex Buffer Objects instead of Client Arrays" (https://git.io/vhCKr) | 20:27 |
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