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VP9.1.6 Alpha/Beta Bugs & Feedback


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#1141 toxie

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Posted 28 November 2013 - 08:58 PM

but this introduces the old problems again.. :/



#1142 fuzzel

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Posted 28 November 2013 - 10:21 PM

which old problems exactly?



#1143 toxie

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Posted 28 November 2013 - 10:43 PM

problems with fxaa and stereo3d being slow on some tables..

one case was that topvisible on primitives set to 0 did trigger region updates..

 

i'm also currently investigating.. it's all a mess.. ;(

 

EDIT: got it, now need to find out how to fix it..


Edited by toxie, 28 November 2013 - 10:57 PM.


#1144 toxie

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Posted 29 November 2013 - 12:13 AM

rev 753 should fix this now.. actually the weird thing is that all the speedy performance that got lost with 747 was all due to a bug that i introduced a loooong time ago and that was implicitly fixed by 747.. ;)

so this new version now tries to get the best of both worlds..

 

please test rev 746 (or slightly earlier) vs rev 753 on all kinds of tables/setups and let me know if you see any substantial performance decrease between the two..



#1145 toxie

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Posted 29 November 2013 - 08:26 PM

rev 755 now lets primitives and alpha ramps choose if to update regions or not.

 

this can also be changed via script (UpdateRegions), so even if you do not want this to be automatic, you can let VP do the work manually.

 

please test this carefully, also in respect to performance of 'old' tables when using rev 746 and rev 753, as i also did some changes to the primitive update code.



#1146 unclewilly

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Posted 29 November 2013 - 08:32 PM

So does this mean if we check the box we don't need the refresh light to get alpha ramps to update

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1147 toxie

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Posted 29 November 2013 - 08:35 PM

exactly..

 

or you could trigger the region update on/off via script, so same way as/instead of the light..

 

(at least i think so, some artist should actually test that ;))



#1148 koadic

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Posted 29 November 2013 - 09:24 PM

Ok, 755 is compiled and uploaded...

Ramp.UpdateRegions = true/false, 1/0, -1/0

I assume the above is a toggle instead of a trigger (if you get my meaning) so setting it to true will turn it on until you turn it off.

#1149 toxie

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Posted 29 November 2013 - 10:30 PM

Exactly.. But the light refresh trick works the same? Or not?
Would a single update variant be better?
(No problem to include that)

#1150 unclewilly

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Posted 29 November 2013 - 10:32 PM

Single update would be better. Then we could change the image and just update once

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1151 toxie

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Posted 29 November 2013 - 11:01 PM

rev 756 introduces TriggerSingleUpdate for both alpha ramps and primitives.. :)

please test if it even works like it should..



#1152 koadic

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Posted 29 November 2013 - 11:03 PM

k, 756 is uploaded...

Ramp.TriggerSingleUpdate

Maybe if possible, for ease of use, change it to just Ramp.Update :) or something similar

Edited by koadic, 29 November 2013 - 11:05 PM.


#1153 unclewilly

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Posted 29 November 2013 - 11:08 PM

So the command is ramp.TriggerSingleUpdate = 1

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1154 koadic

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Posted 29 November 2013 - 11:13 PM

Nope, just Ramp.TriggerSingleUpdate

It is used as a command, not a variable

#1155 luvthatapex

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Posted 29 November 2013 - 11:19 PM

Wait does this mean we can remove the black refresh lights and just issue this command to refresh an alpha ramp?

 

Nope, just Ramp.TriggerSingleUpdate

It is used as a command, not a variable



#1156 koadic

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Posted 29 November 2013 - 11:24 PM

Wait does this mean we can remove the black refresh lights and just issue this command to refresh an alpha ramp?
 

Nope, just Ramp.TriggerSingleUpdate

It is used as a command, not a variable


Yup, that's the idea

rev 756 introduces TriggerSingleUpdate for both alpha ramps and primitives.. :)
please test if it even works like it should..


And btw, after changing a ramp image, then triggering the update, the ramp refreshed, so I imagine it is working like it should (at least for ramps)

#1157 unclewilly

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Posted 29 November 2013 - 11:27 PM

Not really sure what this would do for primitives. Would you need to do say a movement with a primitive and then update it. As of before they would move automatically unless they were set as static

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#1158 koadic

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Posted 29 November 2013 - 11:36 PM

Just tried disabling the region update on a primitive, and the primitive still moved like it was supposed to except that it left trails... and triggering an update after the trails were visible didn't do anything because the primitive wasn't near the trails at that time... So, I am not sure how practical or necessary this is for primitives, either they are static and don't move at all, or they are dynamic and always update.

#1159 unclewilly

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Posted 30 November 2013 - 03:58 AM

I guess if you haze a toy with limited movement like the lowering targets or Frankenstein on mb. You could use the other Mrsthod and turn the updates on right before the mech starts moving and off again when it stops. That should save some performance when the meshes are stationary

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1160 toxie

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Posted 30 November 2013 - 04:11 AM

Exactly uw, that was the idea..