Search found 8 matches

by devonsoft
Mon Jan 27, 2020 9:30 pm
Forum: Bug reports
Topic: CIrrDeviceMacOSX::flush()
Replies: 3
Views: 3604

Re: CIrrDeviceMacOSX::flush()

I can't explain this, but when updating Octodad for OSX 10.14 and 64-bit it seems like now the opposite is true and not calling glFlush() before CGLFlushDrawable causes a synchronization issue or something and it is considerably slower and the null driver FPSCounter is incorrect. Re-adding glFlush()...
by devonsoft
Mon Jun 13, 2016 5:07 pm
Forum: Advanced Help
Topic: Anti-Aliasing with RenderTarget
Replies: 5
Views: 2201

Re: Anti-Aliasing with RenderTarget

OpenGL is similar, the code I have for that is older but the right way would be to add the Mutlisample renderbuffer extensions to the opengl extension handler wrapper and s32 Samples to the COpenGLFBOTexture as well and then do this in the COpenGLFBOTexture constructor:     if (Samples > 0)     { #i...
by devonsoft
Mon Jun 13, 2016 4:51 pm
Forum: Advanced Help
Topic: Anti-Aliasing with RenderTarget
Replies: 5
Views: 2201

Re: Anti-Aliasing with RenderTarget

We actually hacked this in for DX9 in Octodad. Although some nvidia drivers seem to have a weird dithered screendoor MSAA which I couldn't figure out (still looks better than no AA tho). Here are the changes I made: ITexture.h     // Add ETCF_MSAA_RENDERTARGET to the enum E_TEXTURE_CREATION_FLAG so ...
by devonsoft
Mon Mar 30, 2015 8:06 pm
Forum: Open Discussion and Dev Announcements
Topic: Octodad Tech Postmortem
Replies: 8
Views: 3885

Re: Octodad Tech Postmortem

Here is a patch for the MacOSX changes (touch events and borderless window, joystick changes). http://octodadgame.com/MacOSX.patch Here is a patch for our SDL2 device (although this should probably be a whole SDL2 device, not just replace SDL, and includes some custom things like borderless window a...
by devonsoft
Sun Feb 09, 2014 12:19 am
Forum: Beginners Help
Topic: Accessing All of a Joystick's Axis/Axes? [¿Solved?]
Replies: 7
Views: 1629

Re: Accessing All of a Joystick's Axis/Axes? [¿Solved?]

I also recommend upping the number of AXES. For Octodad: Dadliest Catch we needed d-pad support and for most dual analog style gamepads (PS4, 360 etc.) it comes in as AXIS 6 and 7 on linux (if starting at 0), and hat on other platforms. The following seemed to work fine, but having a nice name for t...
by devonsoft
Wed Jan 29, 2014 12:10 am
Forum: Bug reports
Topic: Vista ATI/AMD crash with CD3D9Driver::reset()
Replies: 1
Views: 978

Vista ATI/AMD crash with CD3D9Driver::reset()

So this is a rare bug, probably an ATI driver bug, but we were having a lot of vista testers and gog.com report that our game didn't run on vista. Virtual Box and Nvidia cards/drivers don't seem to reproduce this issue from our tests but ATI cards on vista using the windows update driver do (testing...
by devonsoft
Mon Aug 26, 2013 12:05 am
Forum: Bug reports
Topic: CIrrDeviceMacOSX::flush()
Replies: 3
Views: 3604

CIrrDeviceMacOSX::flush()

void CIrrDeviceMacOSX::flush() {     if (CGLContext != NULL)     {         glFinish();         CGLFlushDrawable(CGLContext);     } } OpenGL performance on OSX was twice as slow as Windows on the same machine for our game, so I finally profiled it with OpenGL Profiler: http://i.imgur.com/wLRQ6ip.png...
by devonsoft
Thu Oct 04, 2012 2:40 am
Forum: Bug reports
Topic: [fixed]COpenGLFBODepthTexture GL_DEPTH_COMPONENT
Replies: 3
Views: 1115

[fixed]COpenGLFBODepthTexture GL_DEPTH_COMPONENT

I recently gave up on trying to get fixed function user clip planes into the right transformation space under opengl Irrlicht 1.7 and just put the clip space clipping plane in the vertex shader and then discarded the dotted result in the pixel shader. But that resulted in some depth clip aliasing is...