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by Azaezel
Wed Jun 12, 2019 9:48 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 386
Views: 100385
mProbeArrayEffect->setShaderConst("$numProbes", mEffectiveProbeCount);
+
uniform int numProbes;

does indeed seem to have done the trick as far as the hang goes. still doesn't quite explain why it went nearly that batshit, but thanks for a much saner fix.
by Azaezel
Wed Jun 12, 2019 9:20 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 386
Views: 100385
https://github.com/Areloch/Torque3D/blob/Preview4_0_skylight_array/Engine/source/renderInstance/renderProbeMgr.cpp#L782 to mProbeArrayEffect->setShaderConst("$numProbes", (float)mMax(mEffectiveProbeCount,1.0)); with otherwise identical code did indeed serve to bypass the flaw. which is still.. bizar...
by Azaezel
Mon Jun 03, 2019 7:51 pm
Forum: Content
Topic: Model Polygon Counts
Replies: 10
Views: 741
Since you haven't specified player, weapon, vehicle, or background asset: For physics, vertex density means more than sheer vertex count on the asset side. Particularly if you're skipping making collisionmesh proxies and usings straight what you see is what you get collisions. Per scene we've found ...
by Azaezel
Sun May 26, 2019 8:13 pm
Forum: Torque 3D Development
Topic: Pre-Release Candidate 4.0 build
Replies: 18
Views: 1314
Should note the OpenAL end of things on mac was a bit of a hack that cost us the new reverb stuff on that platform. At some point we'll need to revisit that to sort out how to properly use the git-included library instead of the os framework to leverage the AL_ALEXT_PROTOTYPES extended functionality.
by Azaezel
Sun May 26, 2019 8:10 pm
Forum: Beginner
Topic: multi threading
Replies: 8
Views: 1166
Right, among other things that'd be what lock() unlock() commands are for. Tells it to hold off on thread jumping till the actions performed between the two calls are completed. should be a join or merge in there someplace as well if i recall correctly. That's what ties the various threads back to i...
by Azaezel
Sun May 26, 2019 8:06 pm
Forum: TorqueScript
Topic: PlayGui.noCursor
Replies: 3
Views: 772
As you say you're running this on servers and wanting clients to use it, look into the commandToClient + clientCmd
and the
commandToServer + serverCMD communications paradigm.

The former tells the client to run something locally, and the latter tells the server to do something it's end.
by Azaezel
Sun May 26, 2019 7:49 pm
Forum: Announcements
Topic: Community Code of Conduct
Replies: 29
Views: 1386
Strictly speaking for myself (as always) I'm a reflexively foulmouthed, downright abrasive, task oriented person that can and does get lost in the task at hand to the point of forgetting at times that I'm discussing stuff written by people. More so at the ass end of the day. If I can draw the distin...
by Azaezel
Sat May 25, 2019 2:28 am
Forum: Beginner
Topic: multi threading
Replies: 8
Views: 1166
Gotta admit, more than a bit rusty about WorkItem prioritization.
by Azaezel
Fri May 24, 2019 7:15 pm
Forum: Beginner
Topic: multi threading
Replies: 8
Views: 1166
iiiiish. from the browse-around to date, you'd basically make a subsystem-specific pool, and have that manage the spool-ups and the like
by Azaezel
Tue May 21, 2019 4:26 pm
Forum: Beginner
Topic: multi threading
Replies: 8
Views: 1166
Not so much 'can't' as 'doesn't'. There is currently a threadpool system in place, though it is used highly sparingly at present. Hopefully at some point we can all get together and eyeball making more pervasive use for it.
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Search found 454 matches Page 1 of 46