Search found 3644 matches
- 15 Feb 2010, 09:33
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
Re: ATTN: do NOT use GL_LINES and immediate mode
There is no replacement for immediate mode in lua, so please just print the warning for ATi users. PS: And perhaps start a petition, so ATI fixes their drivers. As long as you proved that it is really caused by this (with a small demo app). This issue seems much more complex, because the leak is tr...
- 14 Feb 2010, 23:24
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
Re: ATTN: do NOT use GL_LINES and immediate mode
haven't tested it, but a display list may be free of this problem.
trepan: according to testing done here http://springrts.com/mantis/view.php?id=1573, it's catalyst 9.8.
trepan: according to testing done here http://springrts.com/mantis/view.php?id=1573, it's catalyst 9.8.
- 14 Feb 2010, 23:15
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
Re: ATTN: do NOT use GL_LINES and immediate mode
as a temporary workaround, you can greatly reduce the leak by disabling unconditional drawing of command queues. edit cmdcolors.txt and replace with
Code: Select all
alwaysDrawQueue 1
Code: Select all
alwaysDrawQueue 0
- 14 Feb 2010, 22:44
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
Re: ATTN: do NOT use GL_LINES and immediate mode
my experimental results indicate that after removing the biggest offenders from the engine, it's relatively safe to use GL_LINES and friends - but the next version will print a warning every 120 frames if you use them.
- 14 Feb 2010, 18:24
- Forum: Help & Bugs
- Topic: C++
- Replies: 9
- Views: 2216
Re: C++
you can try downgrading catalysts to 9.7 or earlier. hopefully the problem will be fixed in the next spring release.
- 14 Feb 2010, 11:04
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
Re: ATTN: do NOT use GL_LINES and immediate mode
yeah, that was one of the things that led me to this conclusion, unfortunately.Beherith wrote:Know of any common widgets/gadgets that combine the two?
Edit: Ouch, even stuff like customformations seems to have this.Code: Select all
glBeginEnd(GL_LINE_STRIP, DrawFormationLine, fNodes)
- 14 Feb 2010, 10:48
- Forum: Lua Scripts
- Topic: ATTN: do NOT use GL_LINES and immediate mode
- Replies: 36
- Views: 7341
ATTN: do NOT use GL_LINES and immediate mode
DO NOT USE GL_LINES AND IMMEDIATE MODE (glBegin/glEnd). i found it to be the cause of ATI driver memory leak, which is (most likely) responsible for crashes without stacktrace that have been recently happening.
- 13 Feb 2010, 12:59
- Forum: Ingame Community
- Topic: Unbind crosshair from mousescrollbutton
- Replies: 74
- Views: 12011
Re: Unbind crosshair from mousescrollbutton
i've done this more times than i can count, and i don't play that much.
- 12 Feb 2010, 22:01
- Forum: Help & Bugs
- Topic: C++
- Replies: 9
- Views: 2216
Re: C++
if i'm not mistaken, there's not a single replay in all those topics. post some please.
- 11 Feb 2010, 22:51
- Forum: Feature Requests
- Topic: Mod-side control of spectator pause.
- Replies: 14
- Views: 1517
Re: Mod-side control of spectator pause.
or host-only unsynced-network lua callin.
- 11 Feb 2010, 22:47
- Forum: Feature Requests
- Topic: Mod-side control of spectator pause.
- Replies: 14
- Views: 1517
Re: Mod-side control of spectator pause.
actually, i'm for a more complex proposal: enable some spectators to pause (and perform other interesting commands) and some not. useful for e.g. referees.
- 11 Feb 2010, 11:43
- Forum: General Discussion
- Topic: Spring Teamspeak server replaced with Mumble
- Replies: 74
- Views: 27664
Re: Spring Teamspeak server replaced with Mumble
does your tasclient run with admin privileges? if it does, push to talk won't work anywhere. (vista/7 issue only afaik, run mumble as admin as a workaround)
- 10 Feb 2010, 15:38
- Forum: Game Development Tutorials & Resources
- Topic: Adding your mod to sprigndownloader rapid packages
- Replies: 33
- Views: 10679
Re: Adding your mod to sprigndownloader rapid packages
don't forget you'll still need to elevate for autoupdates, as springlobby does.
- 10 Feb 2010, 14:03
- Forum: Engine
- Topic: Why was tasclient/springdownloader removed from installer?
- Replies: 59
- Views: 9193
Re: Why was tasclient/springdownloader removed from installer?
btw i strongly suggest making springdownloader not elevate itself, it's annoying and unnecessary.
- 10 Feb 2010, 11:09
- Forum: Help & Bugs
- Topic: Runtime Error
- Replies: 23
- Views: 3568
Re: Runtime Error
no idea what can be the cause here. 1. don't run spring in xp compatibility mode, it should work fine natively. 2. Error opening C:\Program Files (x86)\Spring\maps\Dworld_V1.sd7: Unexpected end of file (truncated?) - delete this file 3. disable reflective/refractive water if you're using it 4. gener...
- 09 Feb 2010, 14:28
- Forum: Help & Bugs
- Topic: Spring freezes every game
- Replies: 11
- Views: 3104
Re: Spring freezes every game
unfortunately, it's a well known fact that intel drivers for GMA chips aren't worth a dime. don't get your hopes up.
- 08 Feb 2010, 13:30
- Forum: General Discussion
- Topic: Windows Vista/7 Compatibility Files Issues
- Replies: 16
- Views: 3636
Re: Windows Vista/7 Compatibility Files Issues
examples or it didn't happen.
- 07 Feb 2010, 12:18
- Forum: Balanced Annihilation
- Topic: New Option: Diminishing Metal Spots
- Replies: 9
- Views: 1843
Re: New Option: Diminishing Metal Spots
you'll have to disable most defensive structures or lots of games will end in draws.
- 06 Feb 2010, 15:31
- Forum: Help & Bugs
- Topic: strange gunship behaviour
- Replies: 2
- Views: 736
Re: strange gunship behaviour
yes, they do. this is probably related to smooth mesh stuff. submit a replay please.
- 06 Feb 2010, 11:48
- Forum: Game Development Tutorials & Resources
- Topic: Mod Question Repository... Questions come in, answers go out
- Replies: 1167
- Views: 159927
Re: Mod Question Repository... Questions come in, answers go out
does it work if you remove sleeps?KingRaptor wrote:So I've got this Lua unit script.
Why does it give this error at unit death and not execute script.Killed()?Code: Select all
attempt to yield across metamethod/C-call boundary