#DOOM
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Believe, I try MANY, MANY things....
They should at least make it possible to only have it in memory and not on disk
I already ask BIS, awaiting answer right now.
Does the RHS vehicle interface work in a similar way or is it rendered differently?
I mean the UI not the cameras
No, it's use default UI system (All textures prebaked), I only need this cuz of DOOM software rendering. (Texture updating)
Well, give me a second...
Oh my god, literally every thing updated since I last time launch RHS with experimental, it's take eternity to update...
Can't show it in run time, but here is native rendering method:
And it's actually work faster, but only in monochrome.
Why not use the canvas widget?
It's only for 2d, It's impossible to render it with perspective correction. (Only affine texture mapping, like on PS1)
Or I'm wrong?
Idk what you are doing, but you should be able to do rasterization anyway and do it there
The extra work to do that might just be better than doing this and killing your drive lifespan in the process
You are not supposed to do these things so there is no render support of sorts and most likely wont be. All you have is a plain canvas to draw on as a widget, that then you can slap on surface with the render targets
Someone else made the exact same thing with doom in dayz
You could ask them how they did it
It runs on enforce script as well and enfusion layouts (prior iteration of thr layouts)
Is there is any source? (I doesn't touch dayz at all...)
I still doesn't see any way to properly texture polygons with only canvas commands...
It's more just a gimmik, it's doesn't mean to be part of RHS or dedicated mod, just for fun.
I always like seeing these things haha, same group back then made a GBA emulator on dayz as well, although they never published it for obvious reasons
Let me try to dig it out, it was a long time ago, before reforger was released
Well, there is actually 4am at my time, and only 5 hours before work 
Soo I go sleep right now, sry.
@fresh wigeon Wait, checking your renderer file, you are using canvas so why the need for EDDS then?
I am qutie confused, you can slap that canvas into the RT as with any other widget
I use canvas only for top down 2d view, mostly debug function.
3D view rendered pixel by pixel, technically I can render each pixel as polygon, but as I test it's slow, less than 20 fps in scenes where edds method maintain 40+ ๐ข (Even if instantiate all commands on init, just referencing cost too much)
also, it can speed up methods a lot, or scoped variables. So if you want to optimize a bit you can then use const inside method bodies ๐
ouch, I see.
Previous canvas widget did allow you to draw a pixel directly from a method
and now it is based on DrawCommands only
Which to make it worse are Managed classes instead of plain pointer Class classes
You can have unamaged classes if you prefer, they are faster than managed but you will need to handle the lifetime yourself
To do so just make the class inherit explicitely from Class
By default they inherit from Managed from Game module and up
So in this one, ref keyword will be invalid and you will have to call delete yourself
I don't get it, what "it"? 2D canvas?
Okay, I add canvas polygon per pixel render method, after all of optimizations it's some hove work, MUCH slower than edds method but at least doesn't kill your disc.
Render method can be changed on the fly in options. (Canvas by default)
You might get ability to paint pixels individually, if that helps