Hello,
I've uploaded v1.3.10 with:
- new radar renderer
- new bracket renderer
Moderator: JeremyaFr
He's probably playing a bit with the UVs in the texture that hosts the DC elements. Think about it this way: the destination texture can be broken up in pieces and Korek probably split the CMD in five pieces, separating the target from the text around it.Mark_Farlander wrote: ↑Sat May 02, 2020 11:00 pmI see the Shields and Hull target info are under the display that shows the target, not at the left of it.
I mean, I thought the Dynamic cockpits didn't change this logic.
I made 16 different spaces with the information on the HUD.in one of the test versions I placed text in the window of the communicator with the droid.blue_max wrote: ↑Sat May 02, 2020 11:56 pmHe's probably playing a bit with the UVs in the texture that hosts the DC elements. Think about it this way: the destination texture can be broken up in pieces and Korek probably split the CMD in five pieces, separating the target from the text around it.Mark_Farlander wrote: ↑Sat May 02, 2020 11:00 pmI see the Shields and Hull target info are under the display that shows the target, not at the left of it.
I mean, I thought the Dynamic cockpits didn't change this logic.
Hi, a suggestion. Include just the 2 Hook_D3d files with the DDraw download file.
Yes, though be aware that currently there are a lot of things that are still missing in terms of the effects from @blue_max. But hopefully he will be able to merge his effects with @JeremyaFr's new DDraw. If that works as we hope it will, there is a LOT of additional headroom for performance gains all of a sudden!keiranhalcyon7 wrote: ↑Sat Dec 25, 2021 9:09 pm![]()
This means that frustum culling can now be done entirely on the GPU, right? With the performance gains & feature possibilities that entails?
See https://github.com/JeremyAnsel/xwa_ddraw_d3d11/pull/7GPU performance events can be used to instrument your game by labeling regions and marking important occurrences. A performance event represents a logical, hierarchical grouping of work, consisting of a begin/end marker pair.
In Direct3D 11.1 and above, the ID3DUserDefinedAnnotation interface is the recommended way to define those events.