Elvas Tower: Going beyond the 4 GB of memory - Elvas Tower

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Going beyond the 4 GB of memory Rate Topic: -----

#121 User is offline   Csantucci 

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Posted 21 November 2017 - 01:52 PM

I agree. By the way I just noticed that for testing purposes I forced into the OR MG code a 0 for the nightColorModifier, so that the shader, if executed correctly, should show black cabviews, and I forgot to remove such forcing.. So, if in your tests you will see a black cabview, that means that you are on the good path towards the solution of the problem...
I also noticed a strange thing: while _Shader is not null and therefore line 1261 of MSTSLocomotiveViewer.cs is executed, Shader is null at lines 1686 and at other lines.

#122 User is offline   dennisat 

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Posted 21 November 2017 - 02:53 PM

View PostCsantucci, on 21 November 2017 - 01:52 PM, said:

I agree. By the way I just noticed that for testing purposes I forced into the OR MG code a 0 for the nightColorModifier, so that the shader, if executed correctly, should show black cabviews, and I forgot to remove such forcing.. So, if in your tests you will see a black cabview, that means that you are on the good path towards the solution of the problem.

Some of my tests did result in black screens! I thought it was problems with my code. If I have time tomorrow I'll try to remember what I did and repeat them.

Dennis

#123 User is offline   Csantucci 

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Posted 21 November 2017 - 11:50 PM

Sorry for having misled you, but I had fully forgotten that test line to be removed, which by the way is line 681 of Shaders.cs, that is
            nightColorModifier.SetValue(0.0f);


#124 User is offline   Csantucci 

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Posted 22 November 2017 - 03:36 AM

Thanks to the inputs from Dennis (I really didn't think at changing the SpriteBatch calls, and concentrated on the shader) I could get this to work. Later I foresee to provide a new complete pack. Here I attach only the full OR MG patch (3rdpartyLibs excluded) for x.3988.
Attached File  ORMG_Cab2d_Rev1.zip (50.2K)
Number of downloads: 373

There was something to adjust also on the shader.

#125 User is offline   Csantucci 

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Posted 22 November 2017 - 04:59 AM

Here OR x.3988, MonoGame version plus ShadowAllShapes checkbox, can be downloaded http://www.interazio...e/OR3988_MG.zip .
Here the updated dev kit can be downloaded http://www.interazio...DevKit_Rev7.zip can be downloaded.
My list of pending functional problems is empty at the moment.
Thanks again to Dennis for his invaluable contributions.

#126 User is offline   dennisat 

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Posted 22 November 2017 - 05:16 AM

View PostCsantucci, on 22 November 2017 - 04:59 AM, said:

Here OR x.3988, MonoGame version plus ShadowAllShapes checkbox, can be downloaded http://www.interazio...e/OR3988_MG.zip .
Here the updated dev kit can be downloaded http://www.interazio...DevKit_Rev7.zip can be downloaded.
My list of pending functional problems is empty at the moment.
Thanks again to Dennis for the last mile.


Hi Carlo,

I've tested this and it seems to work OK. A further refinement is to remove the Shader.Apply() statements from MSTSLocomotiveViewer.cs. There is now nothing for them to Apply to since the SpriteBatch.Draw now does that.

Dennis

#127 User is offline   Csantucci 

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Posted 22 November 2017 - 05:17 AM

Hi Dennis, I just corrected my post above referring to you, because it was too limiting.

#128 User is offline   dennisat 

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Posted 22 November 2017 - 06:21 AM

View PostCsantucci, on 22 November 2017 - 05:17 AM, said:

Hi Dennis, I just corrected my post above referring to you, because it was too limiting.


Thank you Carlo

I've just been doing some tests and this latest version of Monogame 3.6 seems to perform much better than the first. I'll upload the screenshots to match the ones I took earlier in this thread.

Dennis

#129 User is offline   FrancoisMart 

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Posted 22 November 2017 - 06:54 AM

View PostCsantucci, on 22 November 2017 - 04:59 AM, said:

Here OR x.3988, MonoGame version plus ShadowAllShapes checkbox, can be downloaded http://www.interazio...e/OR3988_MG.zip .
Here the updated dev kit can be downloaded http://www.interazio...DevKit_Rev7.zip can be downloaded.
My list of pending functional problems is empty at the moment.
Thanks again to Dennis for his invaluable contributions.


Thank you for this new (and quick) version. In fact, i had never take care to cab shader before night. Now it's ok and nice.
One detail : The cab shader impact the entire screen, even the instruments lights, always on in some cabs. Can we imagine a special layer for lights whitch could stay on ?

François

#130 User is offline   dennisat 

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Posted 22 November 2017 - 08:03 AM

View Postdennisat, on 22 November 2017 - 06:21 AM, said:

I've just been doing some tests and this latest version of Monogame 3.6 seems to perform much better than the first. I'll upload the screenshots to match the ones I took earlier in this thread.


Here they are:


XNA
Attached Image: XNA Clapham Junc.jpg

Monogame 3.6 First Version
Attached Image: MNG36 Clapham Junc.jpg

Monogame 3.6 Current Version
Attached Image: MNG36 Clapham Junc2.jpg

#131 User is offline   Icik 

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Posted 22 November 2017 - 08:59 AM

Very great! Thank you Carlo, thank you Dennisat! Now can the current version of MG become the official version of OR or do you see it differently?

#132 User is offline   FrancoisMart 

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Posted 22 November 2017 - 09:14 AM

View Postdennisat, on 22 November 2017 - 08:03 AM, said:

Here they are:


XNA
Attachment XNA Clapham Junc.jpg

Monogame 3.6 First Version
Attachment MNG36 Clapham Junc.jpg

Monogame 3.6 Current Version
Attachment MNG36 Clapham Junc2.jpg


The most interresting is memory usage : 1/3 of XNA. Do you know why ?

#133 User is offline   James Ross 

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Posted 22 November 2017 - 12:38 PM

View PostFrancoisMart, on 22 November 2017 - 09:14 AM, said:

The most interresting is memory usage : 1/3 of XNA. Do you know why ?

I believe it comes from the switch to newer DirectX versions (described in my reply to the first quote) vs the choices XNA made with DirectX 9.

#134 User is offline   James Ross 

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Posted 22 November 2017 - 12:46 PM

View PostIcik, on 22 November 2017 - 08:59 AM, said:

Very great! Thank you Carlo, thank you Dennisat! Now can the current version of MG become the official version of OR or do you see it differently?

I am planning to keep the existing XNA runtime for the next release (Open Rails 1.3) to avoid any surprises (like not supporting Windows XP), and we do need to carefully review all the changes made in this version (vs the current version) to ensure that they're all the right way of doing things and that nothing's really going to change for the user in terms of the visuals (we need it to be like-for-like). But that should not take a great deal of time, and given the positive reactions here and testing already carried out by people, it looks like we would have the switch done shortly after 1.3 is out.

(When OR 1.3 comes out is not settled yet, but I am thinking 2018 Q1 right now.)

#135 User is offline   Icik 

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Posted 23 November 2017 - 12:05 AM

Okay, that sounds reasonable. It is obvious that you know what you are doing. Just go on.

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