Search found 6671 matches
- Wed Sep 25, 2024 7:02 pm
- Forum: Discussion
- Topic: Oolite crashing after ship launch
- Replies: 4
- Views: 1024
Re: Oolite crashing after ship launch
This is a failure to allocate memory for a texture. Are you low on RAM? We will need to see the full log, it may contain critical information not present in the last few lines.
- Wed Sep 25, 2024 4:00 pm
- Forum: Discussion
- Topic: Source code for older versions of Oolite
- Replies: 3
- Views: 1205
Re: Source code for older versions of Oolite
Check out this link, do you get access? https://drive.google.com/drive/folders/0ByCxD7Tzau-cfld6Q3BhTWcwY2hQbmIzUzV2N0tqN2p1dmlqMEZaeWYtMTZZeUdGY3FseXM?resourcekey=0-3WjIb3GNGLDp-twrSyDxWg It contains versions back to 1.62 alpha. Not all versions come with source code though. However, the screen you...
- Wed Sep 25, 2024 6:09 am
- Forum: Discussion
- Topic: More glowy lasers
- Replies: 16
- Views: 3274
- Tue Sep 24, 2024 11:38 am
- Forum: Discussion
- Topic: More glowy lasers
- Replies: 16
- Views: 3274
Re: More glowy lasers
Here is with the laser brightness all the way down. Could go actually even further if we so wished. https://i.ibb.co/Qf71GLG/oolite-350.png Pilot's view: https://i.ibb.co/yWDXmQb/oolite-351.png I guess it's not bad, but Rule of Cool says that it must look like Star Wars, so I'd stick to the bright v...
- Tue Sep 24, 2024 11:15 am
- Forum: Discussion
- Topic: More glowy lasers
- Replies: 16
- Views: 3274
Re: More glowy lasers
When did Oolite become realistic?
- Tue Sep 24, 2024 9:57 am
- Forum: Discussion
- Topic: More glowy lasers
- Replies: 16
- Views: 3274
More glowy lasers
I am looking for opinions on an improvement to the laser visuals. It's subtle, but I think it's definitely there. A more glowy laser appearance has been implemented on the laser_visuals branch on github. Builds for those with a github account available at the bottom of this page . Please test it if ...
- Mon Sep 23, 2024 5:18 am
- Forum: Oolite-Mac
- Topic: OpenGL and Oolite
- Replies: 4
- Views: 904
Re: OpenGL and Oolite
It's not relevant anymore. We are on OpenGL 3.3 now and the -noshaders startup option now works. Let me close that one real quick.hiran wrote: ↑Sun Sep 22, 2024 8:23 pmI found an issue on Github. Is it still up to date? Or maybe connected to this thread?
https://github.com/OoliteProject/oolite/issues/156
- Sun Sep 22, 2024 7:37 am
- Forum: Oolite-Mac
- Topic: OpenGL and Oolite
- Replies: 4
- Views: 904
Re: OpenGL and Oolite
Basically, OpenGL 3.2+ core profile has moved completely to the vertex buffer objects, frame buffer objects, and "everything is done in shaders" model of modern computer graphics. Immediate mode rendering (begin/end) and the fixed function pixel pipelines (alpha, fog, etc.) are gone. So, ...
- Sat Sep 21, 2024 10:34 pm
- Forum: Discussion
- Topic: Screenshots
- Replies: 6887
- Views: 2115550
- Sat Sep 21, 2024 8:15 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15555
Re: Attempting to get 1.91 built on Mac
Just noticed that the shaders oolite-texture.*, oolite-blur.* and oolite-final.* get a header from within our code in - (void) initTargetFramebufferWithViewSize:(NSSize)viewSize (Universe.m). This header appends a #version 330 directive at the top of each one. So, although most of the shaders are us...
- Sat Sep 21, 2024 6:47 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15555
- Sat Sep 21, 2024 2:48 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15555
Re: Attempting to get 1.91 built on Mac
After some further investigation, it seems that we indeed need at least OGL 3.0 because of Frame Buffer Objects (see https://en.wikipedia.org/wiki/OpenGL ). At this point, might as well leave the 3.3 requirement we have now untouched.
I'll update the comment in the code why OGL 3 is needed.
I'll update the comment in the code why OGL 3 is needed.
- Sat Sep 21, 2024 1:42 pm
- Forum: Oolite-Mac
- Topic: Attempting to get 1.91 built on Mac
- Replies: 104
- Views: 15555
Re: Attempting to get 1.91 built on Mac
The requirement is glsl shading language, extensions as listed in OOOpenGLExtensionManager.m and OpenGL version capable of utilizing multiple render targets (MRT). I was going through the requirements and I just realized something that could be very helpful for all: I was under the very strong impre...
- Sat Sep 21, 2024 8:19 am
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3304
Re: Resurrecting the Mac build
That's good to know, thanks. When debugging I'm mostly running in a window, is there a setting where the vsync wait can be disabled? Do you happen to know where in the code the timer tick is adjusted for vsync? Also, good to know about keyboard input changes, I'll take a look at the newer code. I w...
- Fri Sep 20, 2024 6:57 pm
- Forum: Oolite-Mac
- Topic: Resurrecting the Mac build
- Replies: 19
- Views: 3304
Re: Resurrecting the Mac build
Do you have Vsync enabled? 5ms is the tick it will try to achieve when the framerate is uncapped, maxing it out to 200fps.15ms is close to 16.67ms which is 60fps.