DanM, on 06 March 2014 - 05:33 AM, said:
well it appears any swinging door with a custom speed bombs the FPS in polymer now, like 1-2 fps once the cache gets big enough, it's not as bad with a clear cache.
DanM, on 06 March 2014 - 08:49 AM, said:
its running pretty much fine now and better than ever, i think it could be something to do with the DNE01 map itself, (...).
edit : fixed that (...), also notice substantial increases in FPS with every floor with a translucency on it stamped out, (...).
Wait, you mean you have worked around the original issue so that it won't show up in the latest DNE any more? I was interested into looking into it, especially because the suggested causal relationship sounds so incredible. Why should a property of a game-side object such as a door have an influence on the performance of a renderer, which is part of the engine? Also, when is the cache (assuming you mean the hightile one, residing in 'textures' and 'textures.cache') "big enough"? When it approaches the gigabyte range?
Your solution seems to imply that the swinging door speed had nothing to do with it though. My guess is that when Polymer encounters a translucent ceiling or floor that does not have another sector at the other side, it sort of thinks that the rest of the map is visible through this ceiling/floor and starts loading all textures that are "visible" this way.
Fox, on 06 March 2014 - 11:09 AM, said:
Since we are talking about shading, why is the shading of HUD sprites different in OpenGL? Map structures are relatively similar to 8-bit, while HUD sprites are not. Most notable when you are throwing a Pipebomb, which changes from the HUD to a spawned sprite.
Test case + specifics? I quickly looked at the pipebomb HUD in E1L1, once while on the outside and once in a shaded sector, and didn't find any difference between either the HUD and in-world sprite, or classic and Polymost.