View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0005875 | The Dark Mod | Coding | public | 11.01.2022 04:35 | 27.11.2022 13:03 |
Reporter | stgatilov | Assigned To | stgatilov | ||
Priority | low | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.10 | ||||
Target Version | TDM 2.11 | Fixed in Version | TDM 2.11 | ||
Summary | 0005875: Render same frame in frontend and backend when SMP if off | ||||
Description | When SMP is on, frontend renders the current frame, and backend renders previous frame in parallel. It turns out that when SMP is off it works the same way. This is inconvenient because: 1) One cannot render frontend structures in backend even with disabled SMP, because they are one frame ahead. 2) One added frame of latency. | ||||
Additional Information | See also: https://forums.thedarkmod.com/index.php?/topic/21237-smp-and-frontend-debug-rendering/ This problem was already fixed in svn rev 9527 (see 0005673), but it broke main menu (e.g. mission success screen), so it was reverted. | ||||
Tags | No tags attached. | ||||
related to | 0005673 | resolved | cabalistic | Crash with r_showViewEntities and LOD |
related to | 0005596 | resolved | duzenko | r_lockSurfaces broken |
1) Mission failure screen is NOT affected. Only mission success is. 2) The problem is caused by making final save: I tried setting gameLocal.m_TriggerFinalSave = false in ExecuteFrameCommand, the issue went away. 3) Quite obviously, it is the savegame screenshot which causes the problem. |
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glActiveTexture stays on 1 while backEnd.glState.currenttmu is 0. So all textures get bound to wrong TMU forever (only TMU 0 is used in GUI). |
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It is the goddamn RB_SetDefaultGLState which: * memsets backEnd.glState to zero (including currenttmu) * but does not actually switch glActiveTexture I'll add here unbind of all 32 textures and settings 0-th texture as active. |
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Done: r10178 RB_SetDefaultGLState now resets glActiveTexture to 0 (and unbinds all textures). r10179 Render same frame in frontend and backend without SMP. |
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I changed a bit: r10180 Even simpler non-SMP mode implementation. Instead of toggling frameData double-buffer twice, just set both pointers to the same struct (both for frontend and backend). As the result, presence/absence/parity of ToggleSmpFrame calls has no effect on non-SMP mode at all. |
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Date Modified | Username | Field | Change |
---|---|---|---|
11.01.2022 04:35 | stgatilov | New Issue | |
11.01.2022 04:35 | stgatilov | Status | new => assigned |
11.01.2022 04:35 | stgatilov | Assigned To | => cabalistic |
11.01.2022 04:35 | stgatilov | Relationship added | related to 0005673 |
15.11.2022 00:33 | nbohr1more | Target Version | TDM 2.11 => TDM 2.12 |
26.11.2022 16:53 | stgatilov | Note Added: 0015471 | |
26.11.2022 17:07 | stgatilov | Note Edited: 0015471 | |
26.11.2022 22:01 | stgatilov | Note Added: 0015472 | |
26.11.2022 22:21 | stgatilov | Note Added: 0015473 | |
26.11.2022 22:33 | stgatilov | Note Added: 0015474 | |
26.11.2022 22:33 | stgatilov | Target Version | TDM 2.12 => TDM 2.11 |
26.11.2022 22:33 | stgatilov | Assigned To | cabalistic => stgatilov |
26.11.2022 22:33 | stgatilov | Status | assigned => resolved |
26.11.2022 22:33 | stgatilov | Resolution | open => fixed |
26.11.2022 22:33 | stgatilov | Fixed in Version | => TDM 2.11 |
26.11.2022 23:02 | nbohr1more | Relationship added | related to 0005596 |
27.11.2022 13:03 | stgatilov | Note Added: 0015481 |