Page 3 of 6 FirstFirst 12345 ... LastLast
Results 21 to 30 of 58

Thread: Heroes of Newearth

  1. #21
    Join Date
    Apr 2010
    Posts
    5

    Default

    It's pretty easy to fix the scaling issues with buildings in hon.
    There was once a patch which activated pbo-support and fixed this issue but only one part of that patch has made it into the mesa-tree.

    I looked up the patch and edited it to apply correctly on current git:

    http://pastebin.com/QeagHDye


    The discussion on the mailinglist can be found here:

    http://opensource-archive.org/showthread.php?p=182946

  2. #22
    Join Date
    Jan 2009
    Posts
    515

    Default

    Quote Originally Posted by stev47 View Post
    It's pretty easy to fix the scaling issues with buildings in hon.
    There was once a patch which activated pbo-support and fixed this issue but only one part of that patch has made it into the mesa-tree.

    I looked up the patch and edited it to apply correctly on current git:

    http://pastebin.com/QeagHDye


    The discussion on the mailinglist can be found here:

    http://opensource-archive.org/showthread.php?p=182946
    Thx it worked. No more gigantic buildings. Now hon actually runs quite well. You are not able to apply the highest settings, but with low settings it the fps is good.

  3. #23
    Join Date
    Oct 2008
    Posts
    68

    Default

    Can someone push this patch to Xorg edgers?

  4. #24
    Join Date
    Dec 2007
    Posts
    2,402

    Default

    The patch enables features which aren't fully supported yet in the driver. Whether or not a particular app uses them comes down to luck of the draw.

  5. #25
    Join Date
    Oct 2008
    Posts
    68

    Default

    Quote Originally Posted by agd5f View Post
    The patch enables features which aren't fully supported yet in the driver. Whether or not a particular app uses them comes down to luck of the draw.
    Can i ask about status of OGL 2.1 and GLSL 1.20? Is there some chance to get it working in short term time (month or so..)?

  6. #26
    Join Date
    Dec 2007
    Posts
    2,402

    Default

    I don't remember everything off hand. Texture arrays and some glsl instructions among other things. Richard or Andre would know better.

  7. #27
    Join Date
    May 2008
    Location
    Germany/NRW
    Posts
    510

    Default

    Omigod Omigod Omigod.
    r300g is finally able to run HoN Ingame, without crashing.
    Unfortunately it doesn't display player or building models yet, but still it's getting really close now.

  8. #28
    Join Date
    May 2008
    Location
    Germany/NRW
    Posts
    510

    Default

    Here are two screenshots:
    http://simplest-image-hosting.net/i0-snapshot5-png.png
    http://imagebin.ca/view/mdQhAZ.html
    Performance appears to be great, and even some advanced features like Refractions are working, as can be seen in the screenshots.

  9. #29
    Join Date
    Apr 2010
    Posts
    141

    Default

    Quote Originally Posted by Zhick View Post
    Here are two screenshots:
    http://simplest-image-hosting.net/i0-snapshot5-png.png
    http://imagebin.ca/view/mdQhAZ.html
    Performance appears to be great, and even some advanced features like Refractions are working, as can be seen in the screenshots.
    Hmm the textures looks like they are rendered in software?

  10. #30
    Join Date
    Nov 2006
    Posts
    74

    Default

    It's running now because somebody put in dummy shaders so it doesn't crash when it hits the unimplemented stuff. As you can see there seems to be a lot of stuff that needs to be done still.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •