@ StevieNow ... before people "feel lucky": - check what you changed since last version- check if that can result in some GPU-related changes- check if that change resulted in graphics stuff being rendered "invisible" (backbuffer is reused over and over without changing)@ AdamMaybe check if the old version is still freezing (maybe it was a Windows thing)byeRon
Hmm ... sounds kind of reasonable .. a bit.Glad it works now byeRon
was combining the background buildings and shadows into 2 x single surfaces, rather than individual quads, for rendering.
Quotewas combining the background buildings and shadows into 2 x single surfaces, rather than individual quads, for rendering.about merging different meshes/surfaces into one mesh/surface, to decrease rendering time, yes it is a good idea, but ! with Blitz3d, the number of vertices and triangles you can put in a surface is not a constant number, it seems to depend on several factors others than the number of vertices and triangles (which is theorically around 65000) in practice, i got MAVs on some laptops, with much less, so for my snow fall snow accumulation demo, i chose to stop at 32000 vertices and 32000 triangles per surface (i have not seen any MAV since...)
Hmmm, it would seem I exceeded my initial lines per file by roughly 5060 lines - easily done though
I'll stick up the voting thread tonight
QuoteI'll stick up the voting thread tonightcan you leave the voting open for a few days ? i have not taken the time to test any game yet... (busy modeling/unwraping/uvmapping/3ddrawing...)