Search found 8 matches
- 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()...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...