OpenGL Blitter for OpenTTD
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Re: OpenGL Blitter for OpenTTD
Tiberius, what kind of file extension is that???
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Re: OpenGL Blitter for OpenTTD
If you are talking about "opengl-080711_r13691.patch" then it's a file that contains the differences between the official source code of the game and the code that Tiberius is working on.G4 wrote:Tiberius, what kind of file extension is that???
If you do not know how to compile a program (or if you do not know what compiling means), I could suggest this sticky:Howto apply a patch/diff file, or even better :
Our Wiki who would tell you a lot more than the above link
If it is not what you are asking for, you should maybe be more precise in your question
If you are not ready to work a bit for your ideas, it means they don't count much for you.
OpenTTD and Realism? Well... Here are a few thoughs on the matter.
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OpenTTD and Realism? Well... Here are a few thoughs on the matter.
He he he he
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Music from the Bloody Time Zones
Re: OpenGL Blitter for OpenTTD
Possible bug found! Look at toolbar in the upper left corner, there's a horizontal red line when a vehicle 'disappears' behind the toolbar. And to reply to all earlier benchmarks: I don't have low FPS in my own games, the coop games are just very intensive probably .
EDIT: bug 2 found: when making buildings transparant, water doesn't get transparent. See screenshot 2.
EDIT: bug 2 found: when making buildings transparant, water doesn't get transparent. See screenshot 2.
- Attachments
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- Schietricht Transport, 1st Feb 1976.png
- Red line in toolbar
- (645.67 KiB) Downloaded 415 times
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- Schietricht Transport, 7 Feb 1976.png
- Water not transparant
- (903.75 KiB) Downloaded 391 times
Re: OpenGL Blitter for OpenTTD
Maybe it's just me, but it looks like the patch doesn't patch against SVN anymore.
Re: OpenGL Blitter for OpenTTD
I did my best to fix up the patch to work with a little more recent SVN revision. If any of you would like to test it, here it is.
If you find any display-related bugs that aren't hilighted in the first post, check to see if such a bug exists in a opengl-free build.
EDIT: Doesn't compile; try the one below.
If you find any display-related bugs that aren't hilighted in the first post, check to see if such a bug exists in a opengl-free build.
EDIT: Doesn't compile; try the one below.
- Attachments
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- opengl14400.diff
- OpenGL patch for revision 14400ish.
- (166.23 KiB) Downloaded 158 times
Last edited by ccfreak2k on 27 Sep 2008 14:08, edited 1 time in total.
Re: OpenGL Blitter for OpenTTD
actually ccfreak's patch doesn't work at all. This one halfway works for sdlgl and serves to demonstrate that opengl isn't a solution for the clipping problems in FS#119 ...
- Attachments
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- opengl_r14405.diff
- (145.52 KiB) Downloaded 213 times
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Re: OpenGL Blitter for OpenTTD
So what's the state of this patch? Has it been added to the trunk? Has it died?
Re: OpenGL Blitter for OpenTTD
It has not been added to trunk. You can see that your self by looking on the change log or simply downloading last nightly. Also if it would have been added or close to being added I would expect much more activity about it on the forums and/or IRC.GreatBunzinni wrote:So what's the state of this patch? Has it been added to the trunk? Has it died?
The least you could expect if it was added to trunk is a notice in this thread that it has been added.
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Re: OpenGL Blitter for OpenTTD
It seems a bit strange not do so. Wouldn't openttd benefit from the addition of a opengl blitter?Zuu wrote: It has not been added to trunk. You can see that your self by looking on the change log or simply downloading last nightly. Also if it would have been added or close to being added I would expect much more activity about it on the forums and/or IRC.
The least you could expect if it was added to trunk is a notice in this thread that it has been added.
Re: OpenGL Blitter for OpenTTD
Would a Toyota Prius benefit from getting it's engine replaced by a Ferrari Formula 1 engine?GreatBunzinni wrote:Wouldn't openttd benefit from the addition of a opengl blitter?
Re: OpenGL Blitter for OpenTTD
But OpenTTD developers have experimented with this F1 engine (http://wiki.openttd.org/wiki/index.php/Blitter) so what's the reason behind that? (Your reply seems to indicate that it's useless). Some sort of filtering on zoomed-out levels would make the game look nicer IMO (look at http://www.tt-forums.net/viewtopic.php? ... &sk=t&sd=a for instance, but this blitter 'hicks' when changing zoom-level). Also, wouldn't stepless zoom be an option with OpenGL? Not really necessary but 'nice to have'. Oh well, I understand that other things have priority but one can dream .
Re: OpenGL Blitter for OpenTTD
I was merely pointing out that making assumptions that all and any patches are beneficial for OpenTTD is strange if not stupid. Yes, there's an opengl blitter and it might be useful. But until there is a properly functioning blitter without added artefacts there is absolutely no way of saying whether it would be faster or better than the current blitters; it's often the corner cases that take the most time.bokkie wrote:But OpenTTD developers have experimented with this F1 engine (http://wiki.openttd.org/wiki/index.php/Blitter) so what's the reason behind that? (Your reply seems to indicate that it's useless).
Furthermore previous attempts to do the actual blitting have shown that the really blitting doesn't take much CPU; it's a few percent faster on multi[thread|core] CPUs and more than it is faster percent slower on single core/thread CPUs. Meaning that the blitter doesn't give most people an instant performance increase of significant magnitudes. This analysis has been made on a quite populated, but not 100% CPU game, however... one can always make their statistics meet their expectations by e.g. using an unpopulated map with a few moving industries and max-zoom-out on fast-forward, but is that a realistic scenario?
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Re: OpenGL Blitter for OpenTTD
I dare to say that these are heavily populated maps with a lot of rails, trains etc, that suffer most from blitter performance. If I load such game on my machine, performance in paused mode is quite similiar to that in unpaused mode.Furthermore previous attempts to do the actual blitting have shown that the really blitting doesn't take much CPU; it's a few percent faster on multi[thread|core] CPUs and more than it is faster percent slower on single core/thread CPUs. Meaning that the blitter doesn't give most people an instant performance increase of significant magnitudes. This analysis has been made on a quite populated, but not 100% CPU game, however... one can always make their statistics meet their expectations by e.g. using an unpopulated map with a few moving industries and max-zoom-out on fast-forward, but is that a realistic scenario?
Re: OpenGL Blitter for OpenTTD
Why are you so sure that is due to blitter performance? Have you profiled openttd with the result of the blitter taking most of the cpu time or is it just a guess? In the latter case my guess is that the problem is not because of the blitter, but due to the pahtfinders, tile loop, etc.CommanderZ wrote:I dare to say that these are heavily populated maps with a lot of rails, trains etc, that suffer most from blitter performance. If I load such game on my machine, performance in paused mode is quite similiar to that in unpaused mode.Furthermore previous attempts to do the actual blitting have shown that the really blitting doesn't take much CPU; it's a few percent faster on multi[thread|core] CPUs and more than it is faster percent slower on single core/thread CPUs. Meaning that the blitter doesn't give most people an instant performance increase of significant magnitudes. This analysis has been made on a quite populated, but not 100% CPU game, however... one can always make their statistics meet their expectations by e.g. using an unpopulated map with a few moving industries and max-zoom-out on fast-forward, but is that a realistic scenario?
Re: OpenGL Blitter for OpenTTD
If the pathfinders are causing slowdown in paused mode then openttd has bigger problems.Yexo wrote:Why are you so sure that is due to blitter performance? Have you profiled openttd with the result of the blitter taking most of the cpu time or is it just a guess? In the latter case my guess is that the problem is not because of the blitter, but due to the pahtfinders, tile loop, etc.CommanderZ wrote:I dare to say that these are heavily populated maps with a lot of rails, trains etc, that suffer most from blitter performance. If I load such game on my machine, performance in paused mode is quite similiar to that in unpaused mode.
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Re: OpenGL Blitter for OpenTTD
Indeed. I should read better next timeThief^ wrote:If the pathfinders are causing slowdown in paused mode then openttd has bigger problems.
Re: OpenGL Blitter for OpenTTD
I am trying to modify this patch correspond to SVN r15680 ,but it doesn't go well.
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Sorry my bad English...
nex259
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Sorry my bad English...
nex259
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Re: OpenGL Blitter for OpenTTD
Nobody is working on this as there is simply no point. OpenGL doesn't really lend itself well to partial screen updates and "non-powers of 2" sized sprites.
He's like, some kind of OpenTTD developer.
Re: OpenGL Blitter for OpenTTD
Wouldn't GL_ARB_texture_non_power_of_two help (if of course the partial updates were sorted)?petern wrote:..."non-powers of 2" sized sprites.
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Keep 'em rollin'!
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