togl: use PBO instead glGetTexImage#39
togl: use PBO instead glGetTexImage#39nillerusr wants to merge 2 commits intoSwagSoftware:masterfrom
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That should help with dlights |
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yeah if I put kGLMTexDynamic onto more types, it seems to work but it breaks the net_graph text |
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Well i forget header file yes |
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yeah i figured those out but I get black textures after dlights occur unless I put dynamic on every texture(and then the vgui fonts break) |
Lol what |
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Don't do that |
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yeah i wasn't gonna, just testing something |
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Hmm maybe that's only csgo problem. I don't have problems like that in css/hl2 |
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Well, in csgo lightmaps are updated in the same way as in css. Maybe the implementation of togl is changed somewhere |
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weed-vision |
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yo for some reason in csgo there's like 2-3 different versions of this glm code. The enums don't even match 💀 https://github.com/SwagSoftware/Kisak-Strike/blob/master/public/togl/cglmtex.h#L96 https://github.com/SwagSoftware/Kisak-Strike/blob/master/public/glmgr/cglmtex.h#L79 yeah they're unused though, didn't fix anything |
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Hmm try to run with -gl_debug |
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For textures locked with D3DLOCK_READONLY flag must be used old reading method, well |
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didn't seem to be the issue for me. I'll mess with it later |
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Testing FPS drop (by setting all textures to dynamic to get this to work), it seems to work really good, there's basically no drop with my 4 dlight test at 300fps cap. |
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bro why are there some walls that are just immune to dlights? (Even with regular code). I swear this game is so jank. Probably some random wall texture flag? The main problem with CS:GO is that the asset-pipeline sucks major nuts. Redo'ing that is also a lot of work, but hammer should just be dumpster'd and we make a trenchbroom mod or something |
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I have an idea. Try to build this for csgo https://github.com/nillerusr/source-engine/tree/master/togles |
was this ever attempted? |
no |





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