Author Topic: Creating efficient models, a coders point of view... (very long post)  (Read 84642 times)

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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
Whoa whoa whoa, hold on.  Nevermind that this was some pretty big necro, it's also his first post, so maybe he's been lurking for a while and just wants to set the record for most beams caused by one post.  I dunno.  But what do you mean D3D9 will be implemented in future releases?  Of what, FSO?  Are you volunteering to fix FSO's D3D support or something?  Also, did you go to UMR?  I knew of a Bryan See but I'm not sure how spelled his name.
Yes, I want to help out and volunteering to fix FSO's D3D support and anything I see which has gone wrong. I'd like to commit changes to the SVN respiratory. I've recently changed the asteroid limits from 256 to 32768, and created D3D9/10 (and possibly D3D11) support, because Direct3D 8 has since been unsupported in Windows Vista. Also, I've created some Game Definition File (GDF) files so that the game can be launched from the Windows Vista Games Explorer.
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
That's good news.  Contrary to some beliefs, D3D support wasn't dropped in 3.6.10 because anyone was against, it just had no maintainer.  Assuming you're working with the current trunk SVN, and your changes don't interfere with the new OpenGL code, that's really good news.  Also, many limits are what they are due to breakage cause in seemingly unrelated areas by changing them, typically multiplayer.  If you could break up your changes into the different features as patches, I'm sure some of the staff would love to take a look at it.  I'm not in control of who gets SVN write access but seeing some code first would be helpful.  There's a lot of undocumented coding practices around here that most coders just learn as they go, as it's somewhat rare for a coder to show up and just immediately have code to show off.  Not that there's anything wrong with that :)  I can only recall one other time it's happened, and that was the widescreen fix that showed up out of left field.

Anyhow, D3D9/10 is great.  It was generally known the D3D stuff was going to have to move in that direction, which was another block to anyone working on it.  Also, do you happen to have a test build with all/any of this stuff in place?  Assuming any of it is in a functioning state already.
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
Thanks for your post. Since D3D support has no maintainer, I have to step in to gain my experience in programming. So who's in charge of SVN write access, so that I could commit my changes to it?

I have a test build ready, but I don't have much time to upload to the recent builds forum unlike the others.
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Offline Goober5000

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Re: Creating efficient models, a coders point of view... (very long post)
So who's in charge of SVN write access, so that I could commit my changes to it?
That's not how it works.  You'll need to join the SCP project first, "prove your worth" by submitting patch files for features or fixes, and then eventually (if you quality) you get write access.  It's a meritocracy. :)

 

Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
How to submit patch files for features or fixes? Through the recent builds forum? With 7zip files and a MD5 sum? How to upload like the rest of the other patches?
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Offline pecenipicek

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Re: Creating efficient models, a coders point of view... (very long post)
bryan, upload it so we can all take a look at it.


(i'm actually afraid of this whole d3d thing, since GLSL shaders are givin me enough headaches as is...)
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
But how?
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
You can post the patch as an attachment, or inline in a post using the code tags, or pastebin, or anywhere you can upload it to really.  If it's a large set of patches I would 7z the patchset and post it as an attachment.
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
What about the url: swc.fs2downloads.com?
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
That's actually the Star Wars Conversions' own site, I just use it to host some other stuff.  To be honest a lot of that stuff should be on www.fs2downloads.com but Hunter broke it :P  But if you want that kind of upload you could try mediafire, rapidshare, etc.
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Offline Zacam

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Re: Creating efficient models, a coders point of view... (very long post)
While I am all for more people being interested in programming for the SCP, I honestly hate to think how badly bricked further development will get by trying to keep a dead horse alive.

D3D got resurrected practically last minute once already, just let it fade.

Further, all this should get split off, as it has nothing to do with making efficient models.
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
Further, all this should get split off, as it has nothing to do with making efficient models.

True dat.  And Zacam, if it weren't for all those ****ty Intel chipsets out there, I'd have to agree.  But they're making it hard to just completely ignore an offer to help fix D3D.
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
At last, I've got to show you something to prove my worth in order to join the SCP project: a D3D update, as well as an asteroid limit increase from 256 to 32768. You can find them at the attachments below. I tested this build and it is perfectly fine, but I still need to add some more features, including vertex/geometry/pixel shader support, geometry instancing, possibly D3D11, etc. With that, can I have SVN write access?

[attachment deleted by evil Tolwyn]
« Last Edit: April 01, 2009, 12:44:28 pm by Bryan See »
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
These might be too big to post as attachments, it looks like it attached twice and neither one is openable.  I would use Rapidshare unless you want to create an account on Mediafire, or anywhere else someone can suggest.
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
Any chance we could get the code diff?  Perhaps a debug build too?
« Last Edit: April 02, 2009, 12:48:39 am by chief1983 »
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Offline Bryan See

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Offline chief1983

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Re: Creating efficient models, a coders point of view... (very long post)
After some closer inspection, it looks like Direct3D isn't enabling itself the way it was in 3.6.9.  When selected the D3D option in the launcher, it's still using OpenGL, so I'm not sure the changes have actually been turned on, or at least that they're not enabled in the way D3D used to be.  Is there anything special required to use D3D instead of OpenGL?  Also I was talking about the patches to apply to the code, that represent the changes you've made from what's in our SVN trunk.  Could you put up the .diff file(s)?
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Offline Bryan See

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Re: Creating efficient models, a coders point of view... (very long post)
The asteroid.h and freespace.cpp are the files that are changed, whereas the CPP files with a grd3d9/grd3d10 prefix are new. So, do I need to put up the .diff files if I want to join the SCP project?
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Offline Zacam

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Re: Creating efficient models, a coders point of view... (very long post)
So, new D3D files.... Did you remember to actually link them?

Are you aware that while you might be able to compile a build with DX files present, it is still disabled from actually using D3D and will still default to OpenGL, even if D3D is selected in the launcher?

Which is exactly what happens with both of the builds you posted. OpenGL is still being used, not DX.

In order for there to be _any_ provability that the code you have changed actually has any effect, you are going to have to post DIFF files, not exe files.

And no, generally, just posting a DIFF or two or three does not automagically grant access to writing in the SVN. You'll get more results by fixing existing issues and/or implimenting error free features and by establishing a personable presence here on the forums with the members.
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys