My bitching can now stop, until next week that is
Last edited by Hitman271; 01-09-2009 at 03:34 PM.
Nice guide.. too bad it makes NO sense to me whatsoever.
I really need some personal help with some of this cpu stuff and all the gpu stuff.. Its way too complicated for people new to GPU (whether the guide is meant for them or not) when all the commands are just in a big list and not much is explained about them.
Is the GPU designed to run on its own, or under the direction of a CPU?
It runs on its own and can, so I think, do exact the same calculating as the CPU.
Request: Get rid of the "wiregpu_rt_1.txt" to "wiregpu_rt_16.txt" rendertargets. Just use only ONE.
I'm doing this that way and it works. I have coded a "base_panel" sent to render VGUI elements on it and I can use ONE rendertarget to for an unlimited amount of SENTs.
The problem is, as more unecessary rendertargets you create/have as longer GMod needs to start up.
Also the Wire GPU code is quite ineffectively coded: Calling functions more thane once in a heavily ran entity hook (paint/draw) is shit. Better call it once and allocate the value to a variable.
It has to use several rendertargets, because it's not redrawn each frame. If any other entity tries to use rendertarget, it will erase data from GPU's framebuffer. Some programs written draw image in several passes, which requires exclusive rendertarget. So no.
Provide more specific pointers about second one (which variables you are referring to?), but in general it does save processing by not processing each frame (it draws once in 4 frames), and by not drawing when it doesn't have to (this should be specified by user in his program).
Right now there's more lag from actual drawing than from the virtual machine, unless you're doing some excessive computations.
How in the world do I get textures working?
I looked at the code and I'm lost, none of the opcodes really load in anything...
Some assistance?
EDIT: I just noticed what's wrong with loading in textures...
This normally occurs when there are two conflicting textures I believe, that's what it LOOKS like that is...
Of course I don't know the real reason behind it...
Last edited by LeonBlade; 05-05-2009 at 10:32 PM.
Code:if (powerLevel > 9000) { print "IT'S OVER 9000!!!11"; }Code:mov #status,1337
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