Elvas Tower: Terrain texturing experiments - Elvas Tower

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Terrain texturing experiments Rate Topic: -----

#21 User is offline   James Ross 

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Posted 31 January 2012 - 10:17 AM

View PostEldorado.Railroad, on 30 January 2012 - 08:21 PM, said:

Well I have certainly seen this happen in WinXP (32 Bit). Many times in fact. I purposely have set up loose consists on world tiles that are miles apart to see what happens in the HUD and ATI Tray Tools to keep an eye on things. When a new world tile is entered with a new (textures and shapes) loose consist, the amount of memory being used goes up and stays that way no matter how many world tiles are entered and exited. Seriously! To clarify, those loose consist contains shapes and textures that are unique to that world tile and never appear/used again in a future tile along the way.


I think you misunderstood. The behaviour I have seen is exactly this - shapes and textures are loaded and never unloaded. I have never seen evidence of either being unloaded during normal operation.

#22 User is offline   wacampbell 

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Posted 31 January 2012 - 12:05 PM

View PostEldorado.Railroad, on 30 January 2012 - 08:21 PM, said:

Well I have certainly seen this happen in WinXP (32 Bit).


Sorry for the misunderstanding. We definitely agree that its happening as you describe and its something that should be fixed.

#23 Inactive_apco25_*

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Posted 23 February 2012 - 10:04 AM

Great Work Wayne. So nice to see improvement like this that will take OR to places MSTS could never go. So long flat ground textures!

#24 User is offline   captain_bazza 

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Posted 23 February 2012 - 01:59 PM

Quote

I am pretty happy with the shadow code Jame's wrote. I am using it as is, but I've tweaked the lighting calculations a bit to give a little more contrast.


Is this tweak included in any release yet, Wayne?

Thanks n cheers
Bazza

#25 Inactive_okanaganrailfan_*

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Posted 25 February 2012 - 10:46 AM

That looks incredible.

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