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Tactics ogre : Let us cling together
#91
Well, it's on by default no? And... it should work anyway. That's odd.

-[Unknown]
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#92
(06-09-2013, 11:51 PM)[Unknown] Wrote: Well, it's on by default no? And... it should work anyway. That's odd.

-[Unknown]

Well no, not on windows platforms. (referring to mipmapping)
PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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#93
So on Windows the MipMapping should be turned off?
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#94
(06-11-2013, 07:35 AM)xemnas Wrote: So on Windows the MipMapping should be turned off?

Always OFF, unless you have performance issues.
PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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#95
Thanks. I thought MipMapping makes the image look better.
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#96
It does, depending on the game. I would not recommend to always turn it off.
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#97
In this case, the game seems to be specifying mipmap settings we ignore, and if I believe JPCSP, it's turning mipmapping off for these particular textures by setting the "const" level to 0. But I don't understand why it would specify a max level just to override that? Seems weird to me...

-[Unknown]
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#98
We can easily emulate that specific case by setting LINEAR instead of LINEAR_MIPMAP_LINEAR or whatever as texture sampling mode if it sets a const level to 0.

Probably a case of the developers modifying existing code without really understanding what's going on Tongue
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#99
Is there any way to play this with buffer rendering off. Im sure that will boost speed very much. Huh
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Thanks for the information. By the way, I don't notice any difference when MipMapping is on or off for the games I play.
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when in the battlescreen without bufferrendering its all black

while in the mapscreen with bufferrendering its all black too

i wish someone will fix this issue and i think playing with bufferrendeering off should be made possible because withiut bufferrendering it boost speed up very much
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Well, it's probably more possible to fix things broken with buffered rendering off.

Unless I understand wrong, the "buffered rendering" setting might be better rephrased as "Allow buffered rendering." Some games do it just because, but other games do it for good reasons, and without rewriting the game, that may be hard to fix.

-[Unknown]
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(06-11-2013, 11:57 PM)[Unknown] Wrote: In this case, the game seems to be specifying mipmap settings we ignore, and if I believe JPCSP, it's turning mipmapping off for these particular textures by setting the "const" level to 0. But I don't understand why it would specify a max level just to override that? Seems weird to me...

-[Unknown]

they are 512x512 font textures.
they are not really for the mipmap display.
(the size must be like ...,64x64,32x32,16x16,4x4,2x2,1x1 for each level of the mipmap)

the game puts them on one texture with several level.

set the mipmap option to on,it get black block.
(the chinese version and the japanese version)

turn it off,the game cann't get the right font texture for display the text,only use level 0,so that,the chinese version and the japanese version get some strange text to display, this two almost cann't be play.

the English character is simple and less,level 0 font texture is enough for
display the text.

=======================================
i'm opengl new,i'm ppsspp new,i tried to swith the texture to the right level for display the font,but i lost in the BufferRender,and FrameBuffer's
source codeSad i don't know where it use the font texture cache.

i post my knowhow to here,i hope ur guys can fix the problem.
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Ahhh, that makes sense. So they're abusing the mipmap level for more font space. That seems weird, but okay. I don't think we're compatible with that on Android at all..

-[Unknown]
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(06-20-2013, 07:48 AM)[Unknown] Wrote: Ahhh, that makes sense. So they're abusing the mipmap level for more font space. That seems weird, but okay. I don't think we're compatible with that on Android at all..

-[Unknown]
thx for your reply.

we can gen texture for each level, and bind to the origin font texture addr.
when they request the specific level font texture...
i think this way should be compatible for Android.

Tongue is it right?i'm not sure,it just one way flash on my mind.
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