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From: Steven V. <is...@ma...> - 2005-07-11 16:42:43
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Hi all, I just subscribed to this list, but I am not new to quesa. I have subscribed to more lists and forums, but I was just posting to dead threads for years! (that was about a year ago). Anyway I want to do an update to my game adrenalin racing. I noticed that the site quesa has been updated so that makes me believe that quesa is alive. I have downloaded quesa 1.7 from sourceforge (I used to have 1.6). Version 1.7 fixed the following issues for me: - Starting a race displays garbage on screen - First 3 frames are flickering with window backgroundcolor => frame <=> backgroundcolor flicker (Quesa actually creates the DrawContext 3 times) - 2 player ghost/arcade crashes (is the error caused by the level picture overview?) But it created 3 new Issues. Maybe someone can shed some light on this: ### Showroom rendering sometimes gets totally white and hogs up cpupower. I did a shark and found the following: If I render a trimesh which is texturemapped with a texture which displays the capabilities of the car __glTessErrorString(int) is called and takes up 15% of cpupower. The texture is created at runtime and is 256x128 in size (and is only created once). The total function call path is: __glTessErrorString(int) gluScaleImageCTX gluScaleImage IRRenderer_Texture_ConvertSize IRRenderer_Texture_ConvertImage ir_texture_load(TQ3CachedTexture*) ir_texture_cache_add(OpaqueTQ3Object*, TQ3InteractiveData*, OpaqueTQ3Object*, OpaqueTQ3Object*) IRRenderer_Texture_Set IRRenderer_Update_Shader_Surface E3Renderer_Method_UpdateShader e3view_stack_update(E3View*, unsigned long) E3View_State_SetShaderSurface e3shader_surface_submit(OpaqueTQ3Object*, long, OpaqueTQ3Object*, void const*) e3view_submit_retained_render(E3View*, OpaqueTQ3Object*) E3View_SubmitRetained E3Object_Submit Q3Object_Submit IRGeometry_Attribute_Handler IRGeometry_Submit_TriMesh E3Renderer_Method_SubmitGeometry e3geometry_render(OpaqueTQ3Object*, long, OpaqueTQ3Object*, void const*) e3view_submit_retained_render(E3View*, OpaqueTQ3Object*) E3View_SubmitRetained E3Object_Submit Q3Object_Submit e3group_submit_contents(OpaqueTQ3Object*, long, E3Group*, void const*) e3group_display_submit_contents(OpaqueTQ3Object*, long, OpaqueTQ3Object*, void const*) e3view_submit_retained_render(E3View*, OpaqueTQ3Object*) E3View_SubmitRetained E3DisplayGroup_Submit Q3DisplayGroup_Submit RenderOverview MakeShowRoom ArcadeScreen ### Cars no longer have wheels I started debugging this, but now it even crashes when I load my wheels. The code that crashes is: e3group_display_ordered_duplicate when I duplicate a wheel trimesh from a list of preloaded wheels to use for the car. ### Background scenery images dissappear I use a texture in the order of 1024x768 as a background scenery for the environment. This is actually a trimesh that is texture mapped. I put two of them next to each other to have a seamless scrolling background. Now it happens that the textures start flickering. Sometimes they are rendered correctly and sometimes they are completely blue. Also sometimes the left one does render but not the right one or visa versa. All this used to work on previous versions of quesa and Quickdraw 3D 0S9 Steven Verstoep www.revaro.net |