Fixed skinmesh bone hierarchy to initial model layout.Fixed some static parts being removed after having been auto-combined, resulting in erroneous shadows for some static geometry.Fixed object view culling not respecting visual transforms, resulting in objects sometimes not appearing if transformed into view.Fixed rendering unlit models with envmap (chargen colour picker shader issue Halaster model issue).Prints an overview of the amount of memory currently used for vertex data (model geometry) to the client log. Added a new console command ‘printvertexdata’.Fixed automatic tile texture rotation (`rotatetexture 1`) causing normal and displacement maps to malfunction.Fixed soft particles reading the screen depth at an offset position, resulting in occasional halos appearing around objects.Removed some redundant GPU data buffer uploads.Tweaked the subsurface light algorithm and made the normal debug outputs also apply for water.Optimized the size of the baked font textures to minimize texture memory footprint.Made the game automatically downsize textures larger than the client GPU supports (instead of just failing to render).Fixed an issue with the scene manager that made geometry culling less effective.Fixed an issue that made shadows fade out too quickly at low view angles.Improves performance in GPU limited situations. Optimized generation of shadow volumes to better fit the size of the shadow plane used for rendering shadows.The options are accessible through the normal debug panel (ctrl+shift+f12). This includes rendering mesh bounding boxes, pivots (centers), emitter and light ranges, as well as shadow volumes. ![]()
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