morg Posted October 10, 2009 Posted October 10, 2009 (edited) Hi! I tried to use the LoSetSharedTexture function from the end of export.lua this morning, but i get quite big stutters every time LoUpdateSharedTexture is run, both with 1024 and 512 resolution. I'm guessing you need a really fast computer to use this function, so i wondered if someone with a nice rig could test it? Just add the following coroutine to export.lua and set it to run once every second (it is just to remove some commented code from the file). For reference i've got a c2d E8400 3ghz, 800mhz ddr2, HD4670 and a cheap motherboard function f(t) local tNext = t LoSetSharedTexture("mfd1") while true do LoUpdateSharedTexture("mfd1") tNext = coroutine.yield() end LoRemoveSharedTexture("mfd1") end EDIT: tested with 256 resolution now, and no stutters, but it doesnt look that nice... Edited October 10, 2009 by morg
PanelBuilder Posted October 12, 2009 Posted October 12, 2009 Hi, This is interesting. Can I ask what are you exporting to? Thanks, Colin
morg Posted October 12, 2009 Author Posted October 12, 2009 Nothing, as the game was unplayable when exporting... (which you can test without actually using the exported data) I was planning on exporting the ABRIS over network to a laptop though.
Gadroc Posted October 12, 2009 Posted October 12, 2009 Hi! I tried to use the LoSetSharedTexture function from the end of export.lua this morning, but i get quite big stutters every time LoUpdateSharedTexture is run, both with 1024 and 512 resolution. I'm guessing you need a really fast computer to use this function, so i wondered if someone with a nice rig could test it? Just add the following coroutine to export.lua and set it to run once every second (it is just to remove some commented code from the file). For reference i've got a c2d E8400 3ghz, 800mhz ddr2, HD4670 and a cheap motherboard function f(t) local tNext = t LoSetSharedTexture("mfd1") while true do LoUpdateSharedTexture("mfd1") tNext = coroutine.yield() end LoRemoveSharedTexture("mfd1") end EDIT: tested with 256 resolution now, and no stutters, but it doesnt look that nice... I get the same results. With 512 textures I get bad stutters and at 256 it seems ok. I run a Q9550 @ 3.4ghz, 4GB Ram and a GTX 275 video card.
Gadroc Posted October 17, 2009 Posted October 17, 2009 Morg, Did you successfully read the exported texture in another application? I'm tinkering with this now to put the ABRIS on a display other than one connected to my main video card. I haven't successfully read it yet. I think my shared memory code is wacked but wanted to make sure I'm not chasing ghosts.
Gadroc Posted October 18, 2009 Posted October 18, 2009 Well... I've got it working... sorta. The textures don't come out quite right. The ABRIS (mfd1) only has the map textures, but none of the text (aside from map labels). Also the colors are off. The Shkval (mfd0) is a full image but it's colors are messed up as well. For those who might be tinkering with this, please note that contrary to what the default Export.lua says there is not a BITMAPFILEHEADER, it is only the 2 byte magic number followed by two zero bytes. The BITMAPINFOHEADER starts at bye 4, not 14 as it should.
morg Posted October 18, 2009 Author Posted October 18, 2009 Yeah, i noticed something was wrong about the header header, butt i never actually displayed the image so didn't notice the colors. Thats sad, you should report it is a bug. Maybe they are in another format than specified in the header...
truhlik_fredy Posted May 18, 2012 Posted May 18, 2012 Where is the file stored? I have BS2 1.1.1.1 and can't find the file location.
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