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VWBB (http://volitionwatch.papageorgefamily/vwbb/index.php)
- The Babylon Project (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=16)
-- new SCP thingy to test (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8692)
new SCP thingy to test
I have merged all my code back into FSO after the DX8 merge (wich wiped all my code out) but I had to screw around with some files and I am woryied I may have broken a few things. [url=http://freespace.volitionwatch.com/blackwater/fs2_open.zip]my test exe[/url] has a new implementation of glow mapping that uses texture stageing rather than multipassing and should be faster, however there are a great number of bugs and it is quite posable that this won't even run at all, I am suffering from an odd bug that makes everything twice as bright as it should be, have no idea what is causeing that, no one else seems to be suffering from it
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Bobboau, bringing you products that work ......... In theory
thanks for the bugged up exe then 

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[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)
[url=http://www.b5mods.com]Great Wars - Homeworld[/url]
So by faster you mean better framerate?
relitivly, though the DX8 merge has led to a slower frame rate on average at the moment, but if you compare a normal textured poly to a glowmaped poly it does render faster
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Bobboau, bringing you products that work ......... In theory
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