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SA::Render


DK22Pac
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That didn't help. Still crashes on

 

 

g_Device->SetRenderTarget(0,rsTmpSurface[0]);

 

 

EDIT:

 

Debug (sorted it) crashes on

 

RwTexture *texture = g_DefaultRender_Atomic->repEntry->meshData.material->texture;

 

 

in CObjectRender.cpp due to repEntry not being initialised, what the hell is wrong with this code?

Edited by SilentPL
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@SilentPL strange try to change this string in deferred.fx

 

int PostProcessCount = 0;

 

to this

 

int PostProcessCount = 12;

 

 

EDIT:

 

what the hell is wrong with this code?

do you have any mods installed? cause i'm runing it on almost unmodded gta(almost... but with ~20 mods or something like it...)

Edited by PetkaGtA
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...that's not how it's supposed to look, I guess?

 

user posted image

 

Shader alteration helped, but now... meh.

 

@up

Only Ryosuke's fastloader and CLEO4.

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@SilentPL yep it how it looks(because i'm edited shaders, disenabled shadows and started to develop sky clouds) well also lighting is little bit wrong atm biggrin.gif and heat haze bug(but enough at night it looks better) and when we clean our messy code i will fix shaders

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Yay, so the compilation is done properly biggrin.gif

 

No wonder you didn't want anyone to host a compiled ASI, hah.

 

EDIT:

Apparently Debug mode LACK OF OPTIMISATIONS corrupt g_DefaultRender_Atomic repEntry field, can't find out why though.

Edited by SilentPL
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No wonder you didn't want anyone to host a compiled ASI, hah.

yeah to buggy and has bugs(also i need to make shaders better)

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May I ask, have you ever tried compiling it without optimizations/in Debug mode? They seem to uncover some code flaws optimizations seem to 'hide'.

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The corrupted atomic takes me back to CEntity::Render... no idea what's wrong with it though.

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I'm gonna try it out but if SlientPL having problems then i might have to wait.Hopefully you can fix the issues PetakaGtA.

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Oh, the crash reason was quite trivial.

 

You have stuff like

 

 

if(g_DefaultRender_Flags & (rpGEOMETRYTEXTURED | rpGEOMETRYTEXTURED2)){RwTexture *texture = g_DefaultRender_Atomic->repEntry->meshData.material->texture;device->GetTexture(0,&diffuse);m_pEffect->SetTexture("gtDiffuse",diffuse);}

 

 

in the code twice and RwTexture* texture is unused in both cases - optimizations remove it, but Debug mode does not - and that code is wrong. Remove it and it should be fine.

Not sure what did you want to use that texture for, but I think the proper way would be to use RpGeometryForAllMaterials on that atomic.

 

Next time don't ignore compiler warnings about vars wink.gif

 

 

EDIT:

 

Sunburnt Los Santos looks pretty cool biggrin.gif

 

user posted image

Edited by SilentPL
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@SilentPL oh yeah biggrin.gif my bad... well i will fix all bugs that appears in debug mode and update code

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These two are the only issues I found when playing, luckily smile.gif

 

You should use environment variables for directX SDK though, it'll increase code portability.

If you'd need any feedback, PM me smile.gif

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Lol, a few or day one and silentPL already did it.

Nice screenshot! Did you used colormod or the high intense colors are from SA Render?

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My SA is clean (apart from CLEO, fastloader and my RoadRef fix), so everything you see comes from SA::Render.

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Looks really nice. You can see the sun is shining directly to the walls and the other side is with shadows.

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Windows 2000 can be targetted without problems too, the fixes work well smile.gif

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Ugh, those trees. biggrin.gif Is this the only setting? No config files at this moment? How much FPS drops?

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So i don't screw up how do i do this i compiled it and got asi is that all or i need shaders in SA?

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How much FPS drops?

With these (unfinished) shaders performance loss is pretty significant.

 

Without SA::Render - 350-360FPS

With SA::Render - 50-60FPS

 

It'll probably change when shaders are finished though.

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@SilentPL yeah and idk why(whith shadows i have 25 fps) and if you set postprocessing to off it can be better...(well without sa::render i have 120 fps which is strange for me)

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Setting PostProcessCount to 0 still crashes though, tested with r62.

 

EDIT:

You really should switch to /MT and /MTd. You'll remove lots of DLL dependencies then. Also, D3DDeviceReset could be integrated with the code.

Edited by SilentPL
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That's an insane huge difference from 350FPS to 50-60FPS! cry.gif

Imagine us trying to play with sh*t pc's.

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I've launched game with compiled asi and with shaders but when i loaded game it says:

 

 

CVehicleRender::Setup: D3DXCreateEffectFromFile() - failed while compiling

 

 

Maybe's there more but if i skip it then game loads it crashes so what could be the problem?

Edited by Blaster_pl
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I think it's the right time that you incorporate SilentPL into the team. Of course I know he's working at other stuff as well, the III Aircraft and VCS PC, but as you can see, he's got dem skillz.

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I think it's the right time that you incorporate SilentPL into the team. Of course I know he's working at other stuff as well, the III Aircraft and VCS PC, but as you can see, he's got dem skillz.

+1

 

That is of course, if he wants to join.

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but as you can see, he's got dem skillz.

I may be having skills, but I don't know sh*t about shaders and D3D rendering! tounge.gif

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but as you can see, he's got dem skillz.

I may be having skills, but I don't know sh*t about shaders and D3D rendering! tounge.gif

That doesn't mean a damn single sh*t! You are the first person outside the team who did this!

u haz dem med skillz tounge.gif

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