View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005468 | The Dark Mod | Graphics | public | 27.12.2020 10:30 | 31.12.2020 11:43 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | assigned | Resolution | open | ||
Product Version | TDM 2.09 | ||||
Target Version | TDM 2.10 | ||||
Summary | 0005468: Debug rendering like s_drawSounds does not work under com_smp | ||||
Description | There are many useful debugging render tools under debug cvars. Some of them don't work under com_smp, some of them force-disable com_smp (see 0004408). Most likely problem is that these debug rendering have lifetime = 0, which means "only render next frame". But with SMP it is broken, and needs fixing. | ||||
Steps To Reproduce | 1) Start any FM. 2) Enable "s_drawSounds 1". 3) Listen and look for sounds. There should be box and text near every point where sounds originate. It is printed with com_smp 0, but is not with com_smp 1. | ||||
Tags | No tags attached. | ||||
Ok, the main problem is that debug data like rb_debugLines is filled from game/frontend thread, while backend thread draw this data in parallel. So in order to support it properly, some complicated double buffering would be necessary. For now, I'll add s_drawSounds to the condition on disabling com_smp. Also, I guess I'll commit some refactoring of debug geometry drawing (after 2.09 beta is over, I guess). But I'm not sure this issue is worth fixing. |
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