
Moderators: Nexuiz Moderators, Moderators
FruitieX wrote:Do it from SVN trunk the next time, so it'll be easier to apply and up to date.
svn://svn.icculus.org/twilight/trunk/darkplaces
Also as for the screenshot: http://pics.nexuizninjaz.com/images/o9j ... 2emk4b.jpg
Hopefully makes sense.
LordHavoc wrote:Not really, at least until I realized that each arrow is carefully pointing at a shadow on the FRONT of the ledge, are these bidirectional shadows of some kind?
r_shadow.c: In function ‘R_Shadow_VolumeFromList’:
r_shadow.c:1247: warning: passing argument 2 of ‘R_SetupGPUExtrusionShader’ discards qualifiers from pointer target type
<19:19:56> GLSL shader glsl/default.glsl depth/shadow failed! some features may not work properly.
<19:19:56> OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)
FruitieX wrote:Seems to work fine now, I got a tiny performance boost of 1 fps (from 13.5 to 14.4) by using the patch. I'm getting warnings during compile though:
- Code: Select all
r_shadow.c: In function ‘R_Shadow_VolumeFromList’:
r_shadow.c:1247: warning: passing argument 2 of ‘R_SetupGPUExtrusionShader’ discards qualifiers from pointer target type
Edit: oh wait, it seems to crash the GLSL shaders, which disables deluxemapping/offsetmapping. I get this error in the DP console:
- Code: Select all
<19:19:56> GLSL shader glsl/default.glsl depth/shadow failed! some features may not work properly.
<19:19:56> OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)
tomasz.swierczek wrote:what is your GPU?
tomasz.swierczek wrote:probably there is a mistake in that builtin shader string, I am just fixing it (hell... so many #define's...)
Return to Nexuiz - Development
Users browsing this forum: No registered users and 1 guest