View Issue Details

IDProjectCategoryView StatusLast Update
0005596The Dark ModGraphicspublic26.11.2022 23:02
Reporterduzenko Assigned Toduzenko  
PrioritynormalSeveritytweakReproducibilityalways
Status resolvedResolutionfixed 
PlatformPCOSWindowsOS Version10
Product VersionSVN 
Target VersionTDM 2.11Fixed in VersionTDM 2.11 
Summary0005596: r_lockSurfaces broken
DescriptionI wonder if it used to work and when it got broken
It should be a useful tool when examining large areas performance problems
Steps To ReproduceBlackgrove Manor spawn location, looking at the mansion
invoke r_lockSurfaces 1

Expected: more or less regular render with ability to move camera
Observed: camera frozen, flickering
Additional InformationThe first obvious thing to fix is lockSurfacesCmd->viewDef, which will clear and reset next frame in idRenderWorldLocal::RenderScene by a R_ClearedFrameAlloc
I tried copying that to a static var, but then got backEnd.vLight->lightShader == null in the backend
TagsNo tags attached.

Relationships

related to 0005875 resolvedstgatilov Render same frame in frontend and backend when SMP if off 

Activities

nbohr1more

nbohr1more

15.06.2021 02:06

developer   ~0014111

Dhewm3 has fixed this in his port as of June 14th 2021

https://github.com/dhewm/dhewm3/commit/a8ef0f67fea6ddaf8e5c1c78b71a2d6a97204efe

https://github.com/dhewm/dhewm3/commits/master
duzenko

duzenko

15.06.2021 06:08

developer   ~0014112

So they don't switch SMP frames at all, huh
nbohr1more

nbohr1more

15.06.2021 12:47

developer   ~0014113

Last edited: 15.06.2021 12:54

Yes, no SMP yet.

Though Daniel appears to be ready to accept a patch request from another Doom 3 multi-threaded project so that might change in the near term.

https://github.com/emileb/d3es-multithread

I just brought the details here in case any of the changes might assist with your work.
duzenko

duzenko

16.06.2021 06:36

developer   ~0014114

Last edited: 16.06.2021 06:36

New Job - here it still seems to work with SMP and scissors off
Might have something to do with draw call count
nbohr1more

nbohr1more

28.12.2021 04:16

developer   ~0014618

Animated Grass Demo has AI faces that stretch for several meters when you enable this ( pretty trippy )

Moving to 2.11 unless any further fixes are concidered
nbohr1more

nbohr1more

26.11.2022 23:01

developer   ~0015475

This appears to work now except portalsky is black. That can probably be fixed using the same fix used for g_stopTime and portalsky

Issue History

Date Modified Username Field Change
23.04.2021 06:59 duzenko New Issue
15.06.2021 02:06 nbohr1more Note Added: 0014111
15.06.2021 06:08 duzenko Note Added: 0014112
15.06.2021 12:47 nbohr1more Note Added: 0014113
15.06.2021 12:54 nbohr1more Note Edited: 0014113
16.06.2021 06:36 duzenko Note Added: 0014114
16.06.2021 06:36 duzenko Note Edited: 0014114
28.12.2021 04:16 nbohr1more Note Added: 0014618
28.12.2021 04:17 nbohr1more Assigned To => duzenko
28.12.2021 04:17 nbohr1more Status new => confirmed
28.12.2021 04:17 nbohr1more Target Version TDM 2.10 => TDM 2.11
26.11.2022 23:01 nbohr1more Note Added: 0015475
26.11.2022 23:02 nbohr1more Status confirmed => resolved
26.11.2022 23:02 nbohr1more Resolution open => fixed
26.11.2022 23:02 nbohr1more Fixed in Version => TDM 2.11
26.11.2022 23:02 nbohr1more Relationship added related to 0005875