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Krycztij last won the day on February 5 2018

Krycztij had the most liked content!

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About Krycztij

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    Brig. General
  • Birthday 09/05/1981

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  1. I’ll fix it! What about Martin, Wales, Iceland, etc.?
  2. The videos are MP4+H.264, which should normally be covered by all HTML5-compliant browsers. I don’t have time to check it now, so I recommend downloading them via right-click -> save video as ... and watching them with VLC or MPC.
  3. Oh, the buzzwords! The graphics come from "AI in the Azure cloud" and MS did not go into details on that. My guess is that they used Bing Maps and 3D reconstruction on their server farm to create the 3D landscape from photos and map data, but AI clouds sound better for sure. The result looks absolutely stunning. I feel very uncomfortable about ambient occlusion and reflections being done in screen space (with very bad artifacts, see the Golden Gate’s reflection at 1:05), but the idea of having that quality in 4k on a home computer or on an Xbox is just awesome. Something was missing from Ace Combat 7’s graphics, and here I see that it was these brilliant colors!
  4. DKD, you liked my 3View screenshot collection – then maybe you’ll be happy to see my TFXplorer screenshot collection!
  5. Wait, it’s okay! Your concept of DEF/USE was correct, just with a small misunderstanding: The DEF does go into the scene like a normal object. If you want it to be disabled/invisible, put it into a dead branch of a Switch statement. For my extracted game levels, I always do: DEF MeshLibrary Switch { # the name is just for clarity, not required whichChoice -1 # none of the following is visible or active choice [ DEF Object1 ... DEF Object2 ... ... ] } # end of invisible object library # reference the models here via USE
  6. I see … If until now you just maintained a single transformation matrix which you overwrote when a transformation opcode occurred, you now need to maintain a stack. Push the new transformation onto the stack before you jump to the sub, and pop it when you return. IIRC, the Osprey was a good reference to check whether you got the transformation right … … and if this turns out to be too complicated, just stuff it all into a single object and we’ll add the VRML rotation node manually after looking at the bytecode
  7. Mike, it just occurred to me: No matter what we use for terrain, it won’t cover the cockpit. Having a reliable cockpit model would be a great benefit for all terrain modifications. Could you try to convert TAW’s cockpit?
  8. I know, that’s why I still haven’t gotten to port TFXplorer to Vulkan. Mike, it’s okay. I’ll just put my current TFX renderer behind a wrapper and we only use VRML & Co. for new terrain.
  9. Indeed, that’s a problem … I don’t have a solution right here in my sleeve; need to think about it first
  10. I found this in Supershape::preparePartlyCulledRasterization(): Each shape’s priority, in turn … bool tryToLoadShape():
  11. I can understand that quite well. AFAIK TAW’s plane coordinate system is also different (X is forward or something like that). Lean Viewer should be perfectly fine with STL, but STL does not support texture coordinates (not even vertex colors) – so it’s probably useless
  12. Too late, here it is http://krishty.com/2019-04-19 Lean Viewer.zip Two interesting points in the changelog: now falling back to software rendering (slow) if the GPU is too old If there is no hardware support, it falls back to Windows’ software rasterizer automatically. This means that you can use it on embedded Windows 7 systems without GPUs, or in old virtual machines (and the quality cannot be distinguished from the original). I doubt that Wine has already replicated the software rasterizer component, though. fixed folder navigation after drag and drop The left/right arrow keys didn’t work after drag & drop, never did. But they do now. This *could* in some way be affecting you.
  13. I don’t know debugging specifics of Wine, but this bit is quite interesting already. This is the flag for BGRA color format. Windows always used BGRA until they introduced D3D 10 with Vista and switched to RGBA. Then they noticed how bad RGBA performs on mobile devices and rebuilt the whole infrastructure to default to BGRA again with D3D 11 and Windows 7. Seems like Wine doesn’t like that. But I doubt it has to do with your problems. This should be DXGI_USAGE_BACK_BUFFER then, which I only use for the swap chain, and indeed the documentation says: … so this just simplified my code a very little bit But nothing to do with performance problems. This is the centroid interpolation mode which improves quality with antialiased rendering. It could well have to do with the bright lines around textured polygons. But this is a perfectly legal thing which improves the graphics on Windows quite a bit, so I won’t disable it for Wine. Again, nothing to do with performance problems. I guess I’ll just give you a new build but I did some clever things to improve rendering of scenes with thousands of objects and now I fear it’ll only run worse on Wine
  14. That’s pretty bad. Is there any chance to get debug output from Wine? (I notice on the screenshot above that the antialiasing looks wrong, too. Pretty discomforting.)
  15. I may be wrong here, but the scene at 6:40 looks like a glimpse at DID’s uncompleted Red Sea level, possibly from a level editor:
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