Search found 6671 matches

by another_commander
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.
by another_commander
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...
by another_commander
Wed Sep 25, 2024 6:09 am
Forum: Discussion
Topic: More glowy lasers
Replies: 16
Views: 3274

Re: More glowy lasers

hiran wrote: Wed Sep 25, 2024 4:44 am
Could a ship that is hit by laser flash up? As if it were in a strong spotlight?
Yes, that's part of what the Custom Shields OXP does.
by another_commander
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...
by another_commander
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?
by another_commander
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 ...
by another_commander
Mon Sep 23, 2024 5:18 am
Forum: Oolite-Mac
Topic: OpenGL and Oolite
Replies: 4
Views: 904

Re: OpenGL and Oolite

hiran wrote: Sun Sep 22, 2024 8:23 pm
I found an issue on Github. Is it still up to date? Or maybe connected to this thread?
https://github.com/OoliteProject/oolite/issues/156
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.
by another_commander
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, ...
by another_commander
Sat Sep 21, 2024 10:34 pm
Forum: Discussion
Topic: Screenshots
Replies: 6887
Views: 2115550

Re: Screenshots

Image

Image
by another_commander
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...
by another_commander
Sat Sep 21, 2024 6:47 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

Bogatyr wrote: Sat Sep 21, 2024 5:32 pm
What version of glsl shading language?
Since we don't specify anything with a #version directive, I believe it defaults to 1.10.
by another_commander
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.
by another_commander
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...
by another_commander
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...
by another_commander
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.