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Posted (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 by morg
Posted

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.

Posted
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.

Posted

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.

Posted

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.

Posted

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...

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