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| blast007 | tupone: That vbo branch triggers a debug assertion here inside of FlagSceneNode::FlagRenderNode::~FlagRenderNode() because allWaves is empty. This is happening when I quit the game while connected to a server. It doesn't if I leave the game first and THEN quit. | 01:22 |
|---|---|---|
| blast007 | FlagSceneNode::freeFlag() is being called, which clears allWaves. And then after that, FlagSceneNode::FlagRenderNode::~FlagRenderNode() is being called. | 01:30 |
| blast007 | if I just make FlagSceneNode::freeFlag() a no-op by commenting out the allWaves.clear(), then the issue doesn't occur. | 02:10 |
| BZNotify | bzo: timriker opened issue #83 "Shoot through walls" (https://github.com/timriker/bzo/issues/83) | 02:35 |
| BZNotify | bzo: timriker labeled issue #83 as bug | 02:35 |
| BZNotify | bzo: timriker opened issue #84 "Tank gets stuck sliding into the xwall/oct/plat1_sw corner on hix.bzw" (https://github.com/timriker/bzo/issues/84) | 03:51 |
| BZNotify | bzo: timriker labeled issue #84 as bug | 03:51 |
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| BZNotify | main @ bzo: timriker pushed 4 commits (https://github.com/timriker/bzo/compare/035c7291c7b9...a9cbe09f00a1): | 04:15 |
| BZNotify | main @ bzo: timriker a4afd9: 10 seconds (https://github.com/timriker/bzo/commit/a4afd9de5ae9ad5ceab97bd611e6d128e15e961e) | 04:15 |
| BZNotify | main @ bzo: timriker f7ef72: HiX 3 with groups and meshes (https://github.com/timriker/bzo/commit/f7ef720a3904ec6cd0c462839d3871659ea5ae53) | 04:15 |
| BZNotify | main @ bzo: timriker 84b97c: Pyramid isOldPyramid parity, mesh face-priority collision fix, and mesh flag-drop parity (https://github.com/timriker/bzo/commit/84b97ceb6779083de25e558737d7242d05da291a) | 04:15 |
| BZNotify | main @ bzo: timriker a9cbe0: Release v1.2.29 - pyramid orientation, mesh collision seam, and mesh flag-drop parity with upstream (https://github.com/timriker/bzo/commit/a9cbe09f00a15f4ccd07b9f4788703874b569db1) | 04:15 |
| BZNotify | bzo: timriker tagged main * a9cbe0 (Release v1.2.29 - pyramid orientation, mesh collision seam, and mesh fla...) as v1.2.29 (https://github.com/timriker/bzo/compare/v1.2.29) | 04:16 |
| BZNotify | bzo: Aeonovyli commented on issue #59 "Tank Models" by timriker (https://github.com/timriker/bzo/issues/59#issuecomment-5725067625): So, thoughts on how to handle the barrel vs viewport? Do you know t... | 04:16 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/a9cbe09f00a1...6df8328f6025): | 06:06 |
| BZNotify | main @ bzo: timriker 995f08: Support map-defined ground texture (-gndtex / GroundMaterial) (https://github.com/timriker/bzo/commit/995f08df716dadfc76f084208d4dc98e2a8dd781) | 06:06 |
| BZNotify | main @ bzo: timriker 6df832: Release v1.2.30 - map-defined ground texture, matching upstream's -gndtex. Closes #81 (https://github.com/timriker/bzo/commit/6df8328f6025e459058784599253434b9145f217) | 06:06 |
| BZNotify | bzo: timriker closed issue #81 "Ground Texture" (https://github.com/timriker/bzo/issues/81) | 06:06 |
| BZNotify | bzo: timriker tagged main * 6df832 (Release v1.2.30 - map-defined ground texture, matching upstream's -gndte...) as v1.2.30 (https://github.com/timriker/bzo/compare/v1.2.30) | 06:07 |
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| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/timriker/bzo/compare/6df8328f6025...8d967d5d2cac): | 06:19 |
| BZNotify | main @ bzo: timriker 8d967d: Counter-scale tank and ghost nametags against dimension flags (https://github.com/timriker/bzo/commit/8d967d5d2cac722923409e89a84aa87e9f06f321) | 06:19 |
| BZNotify | bzo: timriker closed issue #79 "Nametag above tanks changing width" by Aeonovyli (https://github.com/timriker/bzo/issues/79) | 06:19 |
| BZNotify | bzo: Aeonovyli opened issue #85 "CL causes super CL_ST" (https://github.com/timriker/bzo/issues/85) | 06:27 |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/timriker/bzo/compare/8d967d5d2cac...564d7713117d): | 06:40 |
| BZNotify | main @ bzo: timriker 564d77: Admin whitelist, verified against the real proxy at startup (https://github.com/timriker/bzo/commit/564d7713117dc1b0739703bfd4df6974566b5867) | 06:40 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/564d7713117d...454ca82e4a8c): | 06:58 |
| BZNotify | main @ bzo: timriker d57cad: Admin whitelist entries support IPv6 CIDR blocks (https://github.com/timriker/bzo/commit/d57cadbcc294d3036a43457684381593129d9cb6) | 06:58 |
| BZNotify | main @ bzo: timriker 454ca8: Release v1.2.31 - nametag fix and admin whitelist. Closes #79, #80 (https://github.com/timriker/bzo/commit/454ca82e4a8c5d53c484d275e589e48412175ece) | 06:58 |
| BZNotify | bzo: timriker tagged main * 454ca8 (Release v1.2.31 - nametag fix and admin whitelist. Closes #79, #80) as v1.2.31 (https://github.com/timriker/bzo/compare/v1.2.31) | 06:59 |
| BZNotify | bzo: timriker closed issue #80 "Admin Whitelist" (https://github.com/timriker/bzo/issues/80) | 06:59 |
| BZNotify | bzo: timriker commented on issue #80 (https://github.com/timriker/bzo/issues/80#issuecomment-5726402240): Fixed in v1.2.31: localAdmin now covers a configurable adminWhiteli... | 06:59 |
| BZNotify | bzo: Aeonovyli closed pull request #78 "Add Vortexal map by Cosmix" (https://github.com/timriker/bzo/pull/78) | 07:05 |
| BZNotify | bzo: Aeonovyli synchronized pull request #78 | 07:05 |
| BZNotify | bzo: timriker commented on pull request #78 "Add Vortexal map by Cosmix" by Aeonovyli (https://github.com/timriker/bzo/pull/78#issuecomment-5726486897): You pulled the pr? | 07:08 |
| BZNotify | bzo: Aeonovyli opened pull request #86 "Merge bzship changes" (https://github.com/timriker/bzo/pull/86) | 07:09 |
| BZNotify | bzo: timriker commented on pull request #78 "Add Vortexal map by Cosmix" by Aeonovyli (https://github.com/timriker/bzo/pull/78#issuecomment-5726517853): Thanks for sharing this! A couple of things that would need fixing ... | 07:11 |
| *** Sythos is back | 07:21 | |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/timriker/bzo/compare/454ca82e4a8c...8ec551ac9209): | 07:25 |
| BZNotify | main @ bzo: timriker 8ec551: Release v1.2.32 - CL no longer grants ST's radar immunity. Closes #85 (https://github.com/timriker/bzo/commit/8ec551ac9209c499e378dc909cd168f929ecd0ff) | 07:25 |
| BZNotify | bzo: timriker closed issue #85 "CL causes super CL_ST" by Aeonovyli (https://github.com/timriker/bzo/issues/85) | 07:25 |
| BZNotify | bzo: timriker tagged main * 8ec551 (Release v1.2.32 - CL no longer grants ST's radar immunity. Closes #85) as v1.2.32 (https://github.com/timriker/bzo/compare/v1.2.32) | 07:26 |
| BZNotify | bzo: timriker commented on issue #59 "Tank Models" (https://github.com/timriker/bzo/issues/59#issuecomment-5726755563): I need to spend more time on models. Probably need to at least make... | 07:30 |
| BZNotify | bzo: timriker commented on pull request #86 "Merge bzship changes" by Aeonovyli (https://github.com/timriker/bzo/pull/86#issuecomment-5726783625): Last time there were left over lines that had to be trimmed. Now th... | 07:33 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/8ec551ac9209...e82c3b185129): | 09:19 |
| BZNotify | main @ bzo: timriker d60723: Unify OO's eighth-dimension effect across box, pyramid, and mesh (#77) (https://github.com/timriker/bzo/commit/d6072370630d6fe557daf274c1258679b2e3ab16) | 09:19 |
| BZNotify | main @ bzo: timriker e82c3b: Release v1.2.33 - unify OO's eighth-dimension effect across box, pyramid, and mesh. Closes #77 (https://github.com/timriker/bzo/commit/e82c3b185129436a5b451bc2bc151755c44577b9) | 09:19 |
| BZNotify | bzo: timriker closed issue #77 "Unify OO inside prims and meshes" (https://github.com/timriker/bzo/issues/77) | 09:19 |
| BZNotify | bzo: timriker tagged main * e82c3b (Release v1.2.33 - unify OO's eighth-dimension effect across box, pyramid...) as v1.2.33 (https://github.com/timriker/bzo/compare/v1.2.33) | 09:20 |
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| BZNotify | bzo: Aeonovyli edited pull request #86 "Merge bzship changes" (https://github.com/timriker/bzo/pull/86) | 12:13 |
| BZNotify | bzo: Aeonovyli commented on pull request #86 "Merge bzship changes" (https://github.com/timriker/bzo/pull/86#issuecomment-5730435006): Alright, where should I change? | 13:07 |
| BZNotify | bzo: Aeonovyli commented on pull request #86 "Merge bzship changes" (https://github.com/timriker/bzo/pull/86#issuecomment-5730435006): Alright, where should I change? Four lines at the end? | 13:08 |
| BZNotify | bzo: Aeonovyli commented on pull request #86 "Merge bzship changes" (https://github.com/timriker/bzo/pull/86#issuecomment-5730435006): Alright, where should I change? Four lines at the end? If I can fig... | 13:08 |
| BZNotify | bzo: Aeonovyli commented on pull request #86 (https://github.com/timriker/bzo/pull/86#issuecomment-5730435006): Alright, where should I change? Four lines at the end? If I can fig... | 13:09 |
| tupone | blast007: fixed (I didn't build with debug since years) | 13:16 |
| blast007 | is there anything specific that I should be testing with the vbo branch? | 13:33 |
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| BZNotify | bzo: timriker commented on pull request #86 "Merge bzship changes" by Aeonovyli (https://github.com/timriker/bzo/pull/86#issuecomment-5733915357): Checks are still failing with:... | 17:44 |
| tupone | I would like to know it the use of GPU buffer increase the speed (I don't have one). But it is just good if yu can test that run on win/mac | 17:46 |
| BZNotify | bzo: timriker commented on pull request #86 "Merge bzship changes" by Aeonovyli (https://github.com/timriker/bzo/pull/86#issuecomment-5733915357): Checks are still failing with:... | 17:46 |
| BZNotify | bzo: timriker commented on pull request #86 "Merge bzship changes" by Aeonovyli (https://github.com/timriker/bzo/pull/86#issuecomment-5733915357): Checks are still failing with:... | 17:47 |
| blast007 | I saw no difference in performance on this linux system (AMD Strix Halo w/ Radeon 8060S) on Rat's Nest at 1440p. I was getting right around 1100 FPS with stock and with VBO branch. | 18:14 |
| blast007 | I was seeing a performance drop on Windows, but I'll need to do a fair test. I was using debug builds in both cases, and I was running it over Remote Desktop. | 18:17 |
| blast007 | (Doing a release build of both now, and I'll hook a monitor up to that system) | 18:18 |
| blast007 | That one is Windows 11 with just sone 9th gen Intel with the iGPU. | 18:18 |
| TimRiker | blast007, yes, that's what I ended up doing. teleporters in the group, links outside. https://github.com/timriker/bzo/blob/main/maps/hix.bzw | 18:41 |
| TimRiker | hard coding map import to ipv4 as it breaks on dual stack hosts. https://bz.rikers.org/?viewmap=import-xs.bzexcess.com_5155.bzw | 18:46 |
| TimRiker | what are the big black dividers in rat's nest? | 18:48 |
| TimRiker | https://bz.rikers.org/?viewmap=import-xs.bzexcess.com_5155.bzw&cam=free&pos=1037.8,76.6,-60.9,93.4 | 18:49 |
| blast007 | there's supposed to be a structure around the map objects, but that's missing. So maybe that's getting squashed to the center for some reason? | 18:50 |
| blast007 | yeah, bet it's the walls of the building | 18:51 |
| TimRiker | perhaps a shift bzo does not handle yet. Looking into it. | 18:53 |
| blast007 | that map heavily uses groups/defines, and also has drawinfo on a lot of stuff for Level of Detail (though I don't know a lot about how that all works) | 18:56 |
| blast007 | also nests stuff, so they have a define, and then reference that with the group object, but that is itself in another define, which then gets placed with another group object. | 18:57 |
| blast007 | would it help to have the actual BZW? | 18:58 |
| TimRiker | I think I downloaded it and the textures, but I've not gotten to testing it directly. import was blocked as we try ipv6 which fails, and didn't try ipv4. now I'm just hard coding to v4 when talking to bzfs. | 18:59 |
| blast007 | if you downloaded it using /saveworld, it won't be the exact same file | 19:00 |
| blast007 | the file I have has comments, for instance | 19:00 |
| TimRiker | yeah, I downloaded the zip | 19:00 |
| blast007 | k | 19:00 |
| TimRiker | shift fixed. looks better. | 19:01 |
| blast007 | lot of the textures are wrong/missing | 19:02 |
| blast007 | the caution stripe also flickers a lot. I don't recall the normal game client doing that. | 19:02 |
| blast007 | the one above the top edge of the wall, that is. | 19:03 |
| *** Sythos is back | 19:03 | |
| TimRiker | where are the extra textures loaded? just from the server? installed in the bzfs textures directory? | 19:05 |
| blast007 | oh, the spinning tanks are missing too, though that's probably drawinfo animations | 19:05 |
| blast007 | from images.bzflag.org | 19:05 |
| blast007 | the walls are showing up black for me, and the overhead lights have the brick texture | 19:05 |
| blast007 | the lights shouldn't have a texture, just color | 19:06 |
| blast007 | are you setting a default material texture? | 19:06 |
| TimRiker | import grabs the compressed world file and then supposedly handles all the details. It should show warnings for anything I'm not handling, but I don't see any, maybe that broke someplace. | 19:08 |
| TimRiker | checking. this a great test to find assumptions I missed. :) | 19:11 |
| TimRiker | checking. this a great test to find assumptions I missed. :) | 19:21 |
| TimRiker | sry | 19:21 |
| TimRiker | looks like the black walls are supposed to be invisible in the world, and there as markers for radar. fixing. I'll work through the issues as I find them. | 19:24 |
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| blast007 | ah! | 19:49 |
| TimRiker | what's your frame rate here? https://bz.rikers.org/?viewmap=ahs3_Paradise_Valley.bzw&cam=free&pos=-816.5,200.0,-327.4,-110.3 | 19:56 |
| blast007 | 13 to 14 | 19:58 |
| blast007 | GPU is only showing 7% utilization | 19:59 |
| blast007 | tupone: not seeing any different on Windows 11 with intel iGPU | 20:07 |
| blast007 | I'll try on some other systems too | 20:08 |
| tupone | I see no difference either with intel, between 2.4 and vbo. GML is very template based, compiling without full optimization loose some cycles. Maybe this is the loss on windows you saw before | 20:27 |
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| blast007 | I also didn't enable any of the SSE optmizations when I built GLM. | 20:55 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/e82c3b185129...a85e9f19b662): | 20:56 |
| BZNotify | main @ bzo: timriker 1df9b9: Fix remote map import: IPv4-only bzfs, curved-primitive shift, material alpha (https://github.com/timriker/bzo/commit/1df9b937140c51835fed8bef60cf19d077d4912c) | 20:56 |
| BZNotify | main @ bzo: timriker a85e9f: Release v1.2.34 - fix remote map import: IPv4, curved-primitive shift, alpha (https://github.com/timriker/bzo/commit/a85e9f19b66237e88d59038a27b8e785e2196c29) | 20:56 |
| BZNotify | bzo: timriker tagged main * a85e9f (Release v1.2.34 - fix remote map import: IPv4, curved-primitive shift, a...) as v1.2.34 (https://github.com/timriker/bzo/compare/v1.2.34) | 20:56 |
| BZNotify | bzo: timriker opened issue #87 "Support MeshDrawInfo-optimized meshes (drawInfo)" (https://github.com/timriker/bzo/issues/87) | 20:57 |
| BZNotify | bzo: timriker labeled issue #87 as enhancement | 20:57 |
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| blast007 | another thing to note with bzo on Rats Nest is that you can't just drive between catwalk segments. With the normal game, you can. | 20:59 |
| BZNotify | bzo: timriker edited issue #87 "Support MeshDrawInfo-optimized meshes (drawInfo)" (https://github.com/timriker/bzo/issues/87) | 20:59 |
| BZNotify | central: dependabot[bot] edited pull request #72 "Bump zircote/swagger-php from 6.7.1 to 6.8.0 in the dev-dependencies group" (https://github.com/BZFlag-Dev/central/pull/72) | 21:02 |
| BZNotify | central: dependabot[bot] edited pull request #72 "Bump zircote/swagger-php from 6.7.1 to 6.8.0 in the dev-dependencies group" (https://github.com/BZFlag-Dev/central/pull/72) | 21:03 |
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| TimRiker | blast007, yes, driving between meshs has issues in bzo still. bzflag has some too, but bzo has more. | 21:14 |
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| TimRiker | added. https://bz.rikers.org/?viewmap=import-xs.bzexcess.com_5155.bzw&cam=free&pos=259.2,46.1,32.5,82.6 | 21:18 |
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| Sythos | WebGL2 have 65k vertex pool in the processing thread, webGPU patch was never merged (webGPU have 30bit index for vertex), if you want stay on webgl2 you need to cully to hide and not process the vertex not visibble behind occlusions), without webGPU you've also no SSBO to store processed object and need re-calculate everytime. also VAO in openGL2 is on duty to buffer the vertex, in | 21:25 |
| Sythos | webgpu indeed is delegated do internal 8 stacks native inside rendering pipeline. in the line you just pasted you're very close the limit, try as debug to keep in a corner of monitor the number of processed vertex rendered on screen (i'm sorry i'm still stuck on another elixir/rest project, i'll back) | 21:25 |
| Sythos | if hw/browser are old and no WebGPU support... the only viable path is hide via culling the vertex or decrease the drawing distance | 21:27 |
| TimRiker | blast007, are there animations in rat's nest? where should they show up? | 21:28 |
| blast007 | TimRiker: in the little rooms behind each team base, there are normally spinning 3D tanks where specific flag type spawn | 21:28 |
| blast007 | types* | 21:28 |
| blast007 | that's a drawInfo thing | 21:28 |
| TimRiker | not aninated yet. https://bz.rikers.org/?viewmap=import-xs.bzexcess.com_5155.bzw&cam=free&pos=-697.7,7.8,-4.9,88.6 | 21:30 |
| BZNotify | bzo: timriker opened issue #88 "Mesh spin animation (MeshDrawInfo AnimationInfo) not applied" (https://github.com/timriker/bzo/issues/88) | 21:41 |
| BZNotify | bzo: timriker opened issue #89 "No lighting model for material ambient/specular/emission/shininess" (https://github.com/timriker/bzo/issues/89) | 21:41 |
| BZNotify | bzo: timriker opened issue #90 "No distance-based LOD for drawInfo meshes (or radarLods)" (https://github.com/timriker/bzo/issues/90) | 21:41 |
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| tupone | blast007: glm is header-only. Optimization should be applied during bzflag configure | 22:14 |
| BZNotify | main @ bzo: timriker pushed 3 commits (https://github.com/timriker/bzo/compare/a85e9f19b662...b602339a3837): | 22:17 |
| BZNotify | main @ bzo: timriker 599e80: Decode MeshDrawInfo-optimized meshes and report what a remote import still can't (#87) (https://github.com/timriker/bzo/commit/599e8005a92f2244840a0c629d9bbe2fa2c2cd96) | 22:17 |
| BZNotify | main @ bzo: timriker dbab87: Unify how a map's unsupported-feature reports reach server.log and players (https://github.com/timriker/bzo/commit/dbab87caeb77019c9783df3e2090e3326b5dfba2) | 22:17 |
| BZNotify | main @ bzo: timriker b60233: Release v1.2.35 - decode MeshDrawInfo meshes; unify unsupported-feature reporting. Closes #87 (https://github.com/timriker/bzo/commit/b602339a383795c31c914a5b527c744d594a0d11) | 22:17 |
| BZNotify | bzo: timriker closed issue #87 "Support MeshDrawInfo-optimized meshes (drawInfo)" (https://github.com/timriker/bzo/issues/87) | 22:17 |
| BZNotify | bzo: timriker tagged main * b60233 (Release v1.2.35 - decode MeshDrawInfo meshes; unify unsupported-feature ...) as v1.2.35 (https://github.com/timriker/bzo/compare/v1.2.35) | 22:18 |
| blast007 | tupone: GLM_BUILD_LIBRARY defaults to "on", so it did build a shared library. But I didn't actually link to that when I was building the game. | 22:24 |
| blast007 | just tried it on a Raspberry Pi 4, and it was again within margin of error differences. I was seeing around 57 FPS stock, and 57 to 60 with GLM. | 22:34 |
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