#DOOM

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pearl sun
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Oh god that rendering method is cursed

fresh wigeon
pearl sun
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They should at least make it possible to only have it in memory and not on disk

fresh wigeon
pearl sun
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Does the RHS vehicle interface work in a similar way or is it rendered differently?

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I mean the UI not the cameras

fresh wigeon
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Well, give me a second...

fresh wigeon
# pearl sun I mean the UI not the cameras

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:

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And it's actually work faster, but only in monochrome.

cold light
fresh wigeon
cold light
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Idk what you are doing, but you should be able to do rasterization anyway and do it there

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The extra work to do that might just be better than doing this and killing your drive lifespan in the process

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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

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Someone else made the exact same thing with doom in dayz

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You could ask them how they did it

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It runs on enforce script as well and enfusion layouts (prior iteration of thr layouts)

fresh wigeon
cold light
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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

cold light
fresh wigeon
cold light
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@fresh wigeon Wait, checking your renderer file, you are using canvas so why the need for EDDS then?

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I am qutie confused, you can slap that canvas into the RT as with any other widget

fresh wigeon
cold light
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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 ๐Ÿ™‚

cold light
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Previous canvas widget did allow you to draw a pixel directly from a method

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and now it is based on DrawCommands only

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Which to make it worse are Managed classes instead of plain pointer Class classes

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You can have unamaged classes if you prefer, they are faster than managed but you will need to handle the lifetime yourself

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To do so just make the class inherit explicitely from Class

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By default they inherit from Managed from Game module and up

cold light
fresh wigeon
fresh wigeon
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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)

cold light