@ bosvrucht:
I'll agree that that's a bit disappointing, but I'm afraid there's not much we can do about it. The DX9 renderer basically does much more work than the DX7 one, but offloads most of it to the GPU. So if the GPU is rather weak, like those integrated Intel graphics on a tablet, then it's possible that you get worse fps. May I ask what resolution you were running at?
There may still be some optimizations we can do, and also reducing texture sizes or similar measures might help. I can't promise too much though.
@ the mythical "A" table:
Here's what MSDN has to say about that error code:
E_OUTOFMEMORY Failed to allocate necessary memory 0x8007000E
So, yes, it must be a positively huge texture. May I ask just how large? If it's as big as I dread it is, then I'm sure one can easily cut its size in half without affecting visual quality in the slightest.
@ the Taxi crashes:
I found a very nasty bug in the ramp rendering code which was already present in VP9, but for some reason or other didn't rear its head. Basically the code would sometimes try to stuff more data into a vertex buffer than it had space for, overwriting other data areas and then trying to render from the effectively too small vertex buffer, which can have disastrous consequences. It was also really hard to track down due to the spaghetti code in the ramp class (I swear, it's a spawn from hell and I resent whoever wrote it). It's very likely that this bug also happens on other tables, though I don't know which. At least on my card this bug caused a crash, and so by fixing it I hope stability will improve overall.
This shouldn't have anything to do with the screwy physics, though. Can someone confirm that they are actually different in the DX9 version?
@ anyone:
I have another question for the gurus of table creation. On TZ [Megapin], there are several invisible walls (droppable) which are used to trigger updates. For instance, at the entry to the gumball machine, there is a wall named "Cagehide" which performs this function. In VP9, it's invisible, in my renderer not. What I don't understand, though, is that it seems to be not pure black, but have RGB color (7,7,7) or (9,9,9), I forget, something very close to black at least. So how did it even work that that was invisible in the VP9 renderer? I thought it accepted only pure black for that purpose.
Edited by mukuste, 13 February 2014 - 11:49 AM.