Comments (4)
"depth buffer wastes VRAM"
Uhhh... you have no idea how important the depth buffer is, do you? For a 1366x768 screen it tends to use up a bit over 4MB which really isn't that much for... well, an Intel Atom won't suffer.
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Sorry, I wasn't talking about the depth buffer, but the stencil buffer. I learned that depth and stencil buffers are often packed into the same space, that's why I said depth+stencil buffer.
from openspades.
- OS uses a depth buffer.
- OS doesn't have a depth buffer in default framebuffer. Instead, it allocates one in the form of texture.
- Depth buffer is required for fast hidden surface removal.
- gDEBugger's wireframe mode doesn't work as expected for OS because OS's post-processing phase transfers a screen image using two screen-sized polygons.
- OS has its own timing measure mechanism that can be enabled with
r_debugTiming
. When enabled, this outputs how much time has been taken to process each rendering stage to SystemMessages.log. This should be useful for performance analysis.
from openspades.
Thanks for the explanation yvt, I'll use that!
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Related Issues (20)
- Windows/macOS CI broken
- (Bug) Crash in Fedora 36 HOT 2
- Openspades missing from the AUR HOT 8
- Alt-Tab freezes the game on Linux + software renderer HOT 7
- In survival mode, the second connected player is invisible HOT 1
- Add `zip` and `unzip` as prerequisite for building
- Add more information about Crowdin
- Some dependencies don't allow to install the build HOT 2
- Add a command file for the wiki
- Add template issues HOT 1
- OpenSpades crashes upon launching with OpenGL renderer HOT 1
- libXextlibXext problem when using CMake?
- Next release?
- angelscript scripts indentations different from all other project files
- manual viewweapon offset doesnt adjust muzzle and brass eject position
- Error when compiling on Windows HOT 1
- AngelScript registering AudioChuck fails with AS_MAX_PORTABILITY set(Risc-V hardware) HOT 1
- Flathub lists this project as proprietary? HOT 3
- Arms should not block headshots
- Recoil should rotate the camera, not adjust the forward vector directly
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