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by imbaczek
15 Feb 2010, 09:33
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

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...
by imbaczek
14 Feb 2010, 23:24
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

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.
by imbaczek
14 Feb 2010, 23:15
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

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

Code: Select all

alwaysDrawQueue   1
with

Code: Select all

alwaysDrawQueue   0
by imbaczek
14 Feb 2010, 22:44
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

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.
by imbaczek
14 Feb 2010, 18:24
Forum: Help & Bugs
Topic: C++
Replies: 9
Views: 2214

Re: C++

you can try downgrading catalysts to 9.7 or earlier. hopefully the problem will be fixed in the next spring release.
by imbaczek
14 Feb 2010, 11:04
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

Re: ATTN: do NOT use GL_LINES and immediate mode

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)
	
yeah, that was one of the things that led me to this conclusion, unfortunately.
by imbaczek
14 Feb 2010, 10:48
Forum: Lua Scripts
Topic: ATTN: do NOT use GL_LINES and immediate mode
Replies: 36
Views: 7322

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.
by imbaczek
13 Feb 2010, 12:59
Forum: Ingame Community
Topic: Unbind crosshair from mousescrollbutton
Replies: 74
Views: 12009

Re: Unbind crosshair from mousescrollbutton

i've done this more times than i can count, and i don't play that much.
by imbaczek
12 Feb 2010, 22:01
Forum: Help & Bugs
Topic: C++
Replies: 9
Views: 2214

Re: C++

if i'm not mistaken, there's not a single replay in all those topics. post some please.
by imbaczek
11 Feb 2010, 22:51
Forum: Feature Requests
Topic: Mod-side control of spectator pause.
Replies: 14
Views: 1510

Re: Mod-side control of spectator pause.

or host-only unsynced-network lua callin.
by imbaczek
11 Feb 2010, 22:47
Forum: Feature Requests
Topic: Mod-side control of spectator pause.
Replies: 14
Views: 1510

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.
by imbaczek
11 Feb 2010, 11:43
Forum: General Discussion
Topic: Spring Teamspeak server replaced with Mumble
Replies: 74
Views: 27532

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)
by imbaczek
10 Feb 2010, 15:38
Forum: Game Development Tutorials & Resources
Topic: Adding your mod to sprigndownloader rapid packages
Replies: 33
Views: 10674

Re: Adding your mod to sprigndownloader rapid packages

don't forget you'll still need to elevate for autoupdates, as springlobby does.
by imbaczek
10 Feb 2010, 14:03
Forum: Engine
Topic: Why was tasclient/springdownloader removed from installer?
Replies: 59
Views: 9192

Re: Why was tasclient/springdownloader removed from installer?

btw i strongly suggest making springdownloader not elevate itself, it's annoying and unnecessary.
by imbaczek
10 Feb 2010, 11:09
Forum: Help & Bugs
Topic: Runtime Error
Replies: 23
Views: 3563

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...
by imbaczek
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.
by imbaczek
08 Feb 2010, 13:30
Forum: General Discussion
Topic: Windows Vista/7 Compatibility Files Issues
Replies: 16
Views: 3628

Re: Windows Vista/7 Compatibility Files Issues

examples or it didn't happen.
by imbaczek
07 Feb 2010, 12:18
Forum: Balanced Annihilation
Topic: New Option: Diminishing Metal Spots
Replies: 9
Views: 1842

Re: New Option: Diminishing Metal Spots

you'll have to disable most defensive structures or lots of games will end in draws.
by imbaczek
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.
by imbaczek
06 Feb 2010, 11:48
Forum: Game Development Tutorials & Resources
Topic: Mod Question Repository... Questions come in, answers go out
Replies: 1167
Views: 159496

Re: Mod Question Repository... Questions come in, answers go out

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
does it work if you remove sleeps?

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