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Thread: Multiplexity: Brain Drain

  1. #51

    Multiplexity: Brain Drain

    Very odd, as I'm developing with OpenGL too and have zero problems on my GF7900.

    But I did some further debugging using glIntercept and the log stops a line after glDrawElements, so maybe you're doing something not 100% valid when drawing the interleaved arrays? Maybe just add a second renderpath that uses display lists or better forgett vertex arrays and directly use VBOs.

  2. #52

    Multiplexity: Brain Drain

    I pulled all the VBO code out thinking that was the problem, For this project I can probably fall back on Display lists. But this might have an impact on my InfinitEngine which I am working on as it used simialr technology.

    I'll re-write the engine to just use glVertex / glTexCoord etc rather than vertexarrays and we'll see if it makes a difference.

    glIntercept eh. I just downloaded it, looks like a really cool piece of software and it's free .

    Thanks for debugging Sascha, I really appriciate it
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  3. #53

    Multiplexity: Brain Drain

    OK, pulled the vertex array stuff, I'll have to figure that bug out later.


    new version 1.5 avaialble here

    This should fix your problem Sascha, and it should also fixed the failed and exit cube bug found by Athena.

    Other bugs such as the cubes and arena;s sometime keep rotating are still present though.
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  4. #54
    PGD Community Manager AthenaOfDelphi's Avatar
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    Multiplexity: Brain Drain

    It does appear to have fixed the crash I reported when you wait for a failed shooter game to end itself. But, performance wise it seems quite a bit more jumpy than previous versions.
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  5. #55

    Multiplexity: Brain Drain

    That will be the removal of the VertexArrays

    I suspected this will happen, hopefully putting in DisplayLists will speed things up a little bit, but your not going to get the same performance as vertex arrays of Vertex Buffer Objects. I'm stuck as we don't know why the vertex arra/VBO code was crashing on Sascha's machine.
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  6. #56

    Multiplexity: Brain Drain

    The new version now works fine over here!

    And as for Display Lists : They actually will be faster or at least the same speed as VBOs/VAs. Cause most cards store them internally as VBOs but for display lists the card can also rearrange them in a way to optimize state changes (like texture changes). So display lists should be as good as VBOs.

  7. #57

    Multiplexity: Brain Drain

    Hurrah :!: :!: Thanks goodness for that Thanks Sascha, you made my weekend .

    I will need to find out what the problem is with the way I do VBO's and vertex arrays though. It could cause me problems in the future.
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  8. #58

    Multiplexity: Brain Drain

    First draft for Stage 3.

    This version has an implemented WordSearch Game in it as well as the shoot-em-up.

    new version 1.6 avaialble here

    Other bugs such as the cubes and arena;s sometime keep rotating are still present though.
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  9. #59

    Multiplexity: Brain Drain

    Works for me.

    Both the fighter as well as the word game, played without problems. I sometimes had the feeling bullets went through the enemy fighters, but I suppose thats still a work in progress.
    The grid in the word game wasn't drawn properly either (the last row was missing), but that too is probably easy to fix. I had no problems solving the game.

    I wonder about the words in the word game though. Are you going to be using those in the final version, too? I consider my English to be adequate, but I had to look up at least 5 of those in the dictionary. :?

    Anyway, keep it up.

  10. #60

    Multiplexity: Brain Drain

    Both games worked for me, too with the same "problems" Alex already mentioned. The cubes still seem to rotate very very long until they stop, but you already mentioned that this bug still exists.

    I found the word search game a bit hard to keep track of, because the white letters mixed with the blue letters made it hard to recognize words when you already solved some words. Maybe it would be better not to use white color for solved words, but a little lighter blue than unused letters.
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