Closed BielBdeLuna closed 10 years ago
LOL it takes 6 seconds to render one frame with shadow mapping and Intel HD 3000 ... I'm going to disable shadow mapping for Mesa.
agh! goddamnit! is there any low budget shadow mapping that could be set-up for the lowest of the low computer crap like mine? :-)
You could probably try to play with the r_shadowMap* CVars, but in the end I doubt that you'd end up with something that looks better than the old stencil shadows ;)
Ok, I see. so I guess I'll do the development with stencil shadows and treat the shadow-mapping as an "advanced effect". shadow-wise I will see the trees naked like in the winter and the rest of the people will see the trees fully blossomed :)
could at least have the stencil shadow a change?, a CVAR (r_stencilShadowParallelDistance) that controls the distance at which shadows cease to be calculated specifically for parallel lights, so that we could have large maps illuminated by a single "sun" parallel light and not kill off the refresh rate, so all is done as in normal idtech4 but the parallel shadows are stop being rendered at "n" distance. this could be seen as a chap replacement for the cascaded shadows ala stencil shadows.
I've tested the new release on Windows 7 with an Nvidia GeForce 780 GTX, and it runs flawlessly
but on an intel HD Graphics 3000 running an Ubuntu 14.04 it's unplayable it shows black textures (although I can still see guis, "flare" textures and particle materials ) and it stops being responsive.
before the update RBDoom3BFG worked ok.
I have the following machine Intel Sandybridge Mobile with HD graphics 3000 Ubuntu 14.04 x64 Linux kernel 3.13.0-26-generic ( the current Kernel in Ubuntu ) Mesa driver 10.1.0-4ubuntu ( the current driver for Intel chipsets in Ubuntu)
I pulled the new changes via "git pull" I've complied the "master" branch
I have compiled the code with the cmake-eclipse-linux-profile.sh (un-moded, it contains "-DSDL2=OFF" )
I added the new renderprogs in the "base" directory
if I set r_useShadowMapping to 0 ( the old renderer ) it plays ok, and all the textures display correcly, but if I set the shadow mapping to true I have to quit the game via "quit" in the console because the game gets to an unplayable refresh rate ( much more than a second per frame). and I see all the errors in the image.
In renderprogs I've seen that there is a folder named "glsles-1.0" and another named "glsles-1_0" maybe this is a typo in the code?
that's what I get when using shadow mapping and start a level (alpha labs 2 ) via the "dev" option in the main menu: