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Author Topic: graphics extender  (Read 305067 times)

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Stainless

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Re: graphics extender
« Reply #289 on: October 03, 2018, 03:19:35 AM »

 ;D

Sorry man, don't think it will compile if the diff is correct.

Code: [Select]
{
  int actual_channels = 0;

  // num_channels forces the number of channels in the returned data
  // so channels_in_file can be safely ingnored
  unsigned char *image_data =
    stbi_load_from_memory(reinterpret_cast<const unsigned char*>(data_in.data()),
                          data_in.size(),
                          &width,
                          &height,
                          &actual_channels,   /// Removed
                          &channels_in_file,  /// Added
                          num_channels);

  if (image_data)


channels_in_file is undefined, you still have ...

Code: [Select]
     int actual_channels = 0;

But it's still before the caffeine has kicked in  :P


The problem is this line of code

Code: [Select]
    const int texture_width = textures[0]->w();

You then go on to assert
Code: [Select]
if textures[i]->w() != texture_width .

Effectively
Code: [Select]
if (textures[0]->w() != textures[i]->w() )
Forcing all textures in the array to be the same size.

This may or may not be true depending on the usage.

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slibenli

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Re: graphics extender
« Reply #290 on: October 03, 2018, 03:26:45 AM »

;D

Sorry man, don't think it will compile if the diff is correct.


Yea, just found out the hard way  ;D


Quote
But it's still before the caffeine has kicked in  :P

You're correct, hehe.

--------

Aaaand fixed: https://gitlab.com/vrresto/render_util/commit/c1421fb948ea4688d8399702e5af96bccf762279

Build: https://gitlab.com/vrresto/il2ge/-/jobs/104142207/artifacts/download

PO_MAK_249RIP

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Re: graphics extender
« Reply #291 on: October 03, 2018, 04:23:11 AM »

Hi what do we do with the render_util ? Do we need to install somewhere?
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slibenli

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Re: graphics extender
« Reply #292 on: October 03, 2018, 04:27:14 AM »

Hi what do we do with the render_util ? Do we need to install somewhere?

No, that was just for those interrested in the code.

You can use the normal build: https://gitlab.com/vrresto/il2ge/-/jobs/104142207/artifacts/download

slibenli

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Re: graphics extender
« Reply #293 on: October 03, 2018, 04:39:27 AM »

I just don’t know which part of il2ge to post, it all has a lot of records ???

Please post the whole log - you may use https://pastebin.com.

I have prepared a debug build: https://gitlab.com/vrresto/il2ge/-/jobs/104153521/artifacts/download
This will crash, but hopefully I can find the cause of the problem.

slibenli

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Re: graphics extender
« Reply #294 on: October 03, 2018, 05:09:32 AM »

Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
  • average/base elevation
  • whether it's land or sea
  • ...

WIP:




This was achieved using this coast line map:


hadji4

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Re: graphics extender
« Reply #295 on: October 03, 2018, 04:18:05 PM »

Code: [Select]
[quote author=slibenli link=topic=58926.msg657642#msg657642 date=1538563167]
[quote author=hadji4 link=topic=58926.msg657601#msg657601 date=1538512002]
I just don’t know which part of il2ge to post, it all has a lot of records ???
[/quote]

Please post the whole log - you may use https://pastebin.com.

I have prepared a debug build: https://gitlab.com/vrresto/il2ge/-/jobs/104153521/artifacts/download
This [b]will crash[/b], but hopefully I can find the cause of the problem.
[/quote][codehttps://pastebin.com/embed_js/giHDzbDH" > < / script>]
Thank you for your help, I’m sort of posted my il2ge. The company is called Red
Stars
https://pastebin.com/embed_js/giHDzbDH
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SAS~Storebror

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Re: graphics extender
« Reply #296 on: October 03, 2018, 10:50:01 PM »

That's not il2ge.log, it's log.lst.
And the error...
Code: [Select]
java.lang.NoClassDefFoundError: com/maddox/il2/ai/ground/TgtFactory
    at com.maddox.il2.objects.ships.BigshipGeneric.<init>(BigshipGeneric.java:2361)
...has nothing to do with il2ge.
Looks like you've messed up your VP modpack installation.
Never seen it throwing that lot of errors before.

]cheers[
Mike
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Sita

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Re: graphics extender
« Reply #297 on: October 04, 2018, 03:50:47 AM »

Regarding terrain autogeneration - another possibility is to utilize a low-resolution parameter map, which in each pixel encodes information like:
...

wow...  better and bettet with every step  !!!
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Sita

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Re: graphics extender
« Reply #298 on: October 04, 2018, 04:08:53 AM »

but if i understand correctly it's  will be  imposible or very difficult make shore line more near to globe ... some issuse to map  with shore line ...

but for  Pacific map with islands in middle of ocean,  or for maps deep in mainland it will be great!
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slibenli

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Re: graphics extender
« Reply #299 on: October 04, 2018, 04:37:03 AM »

but if i understand correctly it's  will be  imposible or very difficult make shore line more near to globe ... some issuse to map  with shore line ...

but for  Pacific map with islands in middle of ocean,  or for maps deep in mainland it will be great!

I don't understand what you mean with  "more near to globe".
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