Removes points to make it looks the same for all backends.
Details
- Reviewers
- None
- Group Reviewers
Restricted Owners Package (Owns No Changed Paths) - Commits
- rP26493: Draws entities on minimap via triangles instead of points.
- Apply the patch and compile the game
- Check that entities on minimap look similar or at least a similar size
- Compare performance
- Check GL and GL ARB backends
- Check any map with many number of entities
- Compare visual of entities on minimap for tiny and giant maps
Diff Detail
- Repository
- rP 0 A.D. Public Repository
- Lint
Automatic diff as part of commit; lint not applicable. - Unit
Automatic diff as part of commit; unit tests not applicable.
Event Timeline
Successful build - Chance fights ever on the side of the prudent.
Debug: 14>e:\jenkins\workspace\vs2015-differential\source\renderer\silhouetterenderer.cpp(447): warning C4100: 'deviceCommandContext': unreferenced formal parameter [E:\Jenkins\workspace\vs2015-differential\build\workspaces\vs2017\graphics.vcxproj] Release: 14>e:\jenkins\workspace\vs2015-differential\source\renderer\silhouetterenderer.cpp(447): warning C4100: 'deviceCommandContext': unreferenced formal parameter [E:\Jenkins\workspace\vs2015-differential\build\workspaces\vs2017\graphics.vcxproj]
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6816/display/redirect
Build failure - The Moirai have given mortals hearts that can endure.
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5724/display/redirect
Successful build - Chance fights ever on the side of the prudent.
builderr-debug-gcc7.txt ../../../source/renderer/SilhouetteRenderer.cpp: In member function 'void SilhouetteRenderer::RenderDebugBounds(Renderer::Backend::GL::CDeviceCommandContext*)': ../../../source/renderer/SilhouetteRenderer.cpp:447:48: warning: unused parameter 'deviceCommandContext' [-Wunused-parameter] Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~ builderr-release-gcc7.txt ../../../source/renderer/SilhouetteRenderer.cpp: In member function 'void SilhouetteRenderer::RenderDebugBounds(Renderer::Backend::GL::CDeviceCommandContext*)': ../../../source/renderer/SilhouetteRenderer.cpp:447:48: warning: unused parameter 'deviceCommandContext' [-Wunused-parameter] Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~^~~~~~~~~~~~~~~~~~~~
Link to build: https://jenkins.wildfiregames.com/job/docker-differential/7422/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6817/display/redirect
Build failure - The Moirai have given mortals hearts that can endure.
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5725/display/redirect
Successful build - Chance fights ever on the side of the prudent.
Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/6818/display/redirect
Build failure - The Moirai have given mortals hearts that can endure.
Link to build: https://jenkins.wildfiregames.com/job/macos-differential/5726/display/redirect
Apply the patch and compile the game ... ✔️ Check that entities on minimap look similar or at least a similar size... ✔️
Compare performance ... ✔️ (Seems there isn't any difference) Check GL and GL ARB backends... ✔️ (Seems to work for both) Check any map with many number of entities... ? Seems with the patch the enties are drawn more precisely
Compare visual of entities on minimap for tiny and giant maps
Seems the minimap textures, position do not get updated in Atlas when resizing the map...
After reloading, seems visible about 2400 units.