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Heroes of Newearth

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  • #16
    It works for me with xorg-edgers and drm-next kernel (2.6.33) in lucid with a r700 card.

    But the buildings are very big? I remember others with the same issue. Anyone found a solution to the big buildings or do we have to wait for prober galium3d support?

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    • #17
      Originally posted by tball View Post
      It works for me with xorg-edgers and drm-next kernel (2.6.33) in lucid with a r700 card.

      But the buildings are very big? I remember others with the same issue. Anyone found a solution to the big buildings or do we have to wait for prober galium3d support?
      Building wll be big at least until someone in mesa fixes it (it does not depend on gallium afaik).
      Can you tell me xorg-edgers packages versions? Namely radeon driver, mesa, libdrm...

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      • #18
        Originally posted by Schmaker View Post
        Building wll be big at least until someone in mesa fixes it (it does not depend on gallium afaik).
        Can you tell me xorg-edgers packages versions? Namely radeon driver, mesa, libdrm...
        I use thiese versions:
        Code:
        libdrm2                    2.4.20+git20100404
        libdrm-radeon1             2.4.20+git20100404
        libgl1-mesa-dri            7.9~git20100403
        libgl1-mesa-glx            7.9~git20100403
        libglu1-mesa               7.9~git20100403
        xserver-xorg               1.7.6+git20100402
        xserver-xorg-video-radeon  6.12.192+git20100401

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        • #19
          Okay, the xorg-edgers packages works with HoN.. The problem is there is no support for GLSL 1.20 i think - thats why HoN is displayed that bad. I hope someone has better informations and knows status of GLSL 1.20 support in mesa for R600

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          • #20
            It's pretty easy to fix the scaling issues with buildings in hon.
            There was once a patch which activated pbo-support and fixed the issue but only one part of that patch has made it into the mesa-tree.

            I looked up the patch and edited it to apply correctly on current git:

            http://pastebin.com/QeagHDye


            The discussion on the mailinglist can be found here:

            http://opensource-archive.org/showthread.php?p=182946

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            • #21
              It's pretty easy to fix the scaling issues with buildings in hon.
              There was once a patch which activated pbo-support and fixed this issue but only one part of that patch has made it into the mesa-tree.

              I looked up the patch and edited it to apply correctly on current git:

              http://pastebin.com/QeagHDye


              The discussion on the mailinglist can be found here:

              http://opensource-archive.org/showthread.php?p=182946

              Comment


              • #22
                Originally posted by stev47 View Post
                It's pretty easy to fix the scaling issues with buildings in hon.
                There was once a patch which activated pbo-support and fixed this issue but only one part of that patch has made it into the mesa-tree.

                I looked up the patch and edited it to apply correctly on current git:

                http://pastebin.com/QeagHDye


                The discussion on the mailinglist can be found here:

                http://opensource-archive.org/showthread.php?p=182946
                Thx it worked. No more gigantic buildings. Now hon actually runs quite well. You are not able to apply the highest settings, but with low settings it the fps is good.

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                • #23
                  Can someone push this patch to Xorg edgers?

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                  • #24
                    The patch enables features which aren't fully supported yet in the driver. Whether or not a particular app uses them comes down to luck of the draw.

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                    • #25
                      Originally posted by agd5f View Post
                      The patch enables features which aren't fully supported yet in the driver. Whether or not a particular app uses them comes down to luck of the draw.
                      Can i ask about status of OGL 2.1 and GLSL 1.20? Is there some chance to get it working in short term time (month or so..)?

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                      • #26
                        I don't remember everything off hand. Texture arrays and some glsl instructions among other things. Richard or Andre would know better.

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                        • #27
                          Omigod Omigod Omigod.
                          r300g is finally able to run HoN Ingame, without crashing.
                          Unfortunately it doesn't display player or building models yet, but still it's getting really close now.

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                          • #28
                            Here are two screenshots:
                            http://simplest-image-hosting.net/i0-snapshot5-png.png
                            http://imagebin.ca/view/mdQhAZ.html
                            Performance appears to be great, and even some advanced features like Refractions are working, as can be seen in the screenshots.

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                            • #29
                              Originally posted by Zhick View Post
                              Here are two screenshots:
                              http://simplest-image-hosting.net/i0-snapshot5-png.png
                              http://imagebin.ca/view/mdQhAZ.html
                              Performance appears to be great, and even some advanced features like Refractions are working, as can be seen in the screenshots.
                              Hmm the textures looks like they are rendered in software?

                              Comment


                              • #30
                                It's running now because somebody put in dummy shaders so it doesn't crash when it hits the unimplemented stuff. As you can see there seems to be a lot of stuff that needs to be done still.

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