ZDBSP 1.17

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Re: ZDBSP 1.17

Postby ReX » Mon Aug 30, 2010 12:44 pm

Graf Zahl wrote:GL nodes in a map that has both sets will never get used by the engine. (needs fixing...)

In other words, (until the fix) using both the GL & extended node build options doesn't do any good nor does it do any harm? If both are present in a GZDooM map which one takes predominance? Because, if that is the option to which the engine defaults, then we should not even bother using the other one.

Furthermore, in a GZDooM map, is it better to have GL nodes built or extended nodes?
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Re: ZDBSP 1.17

Postby Graf Zahl » Mon Aug 30, 2010 3:25 pm

Currently only the normal nodes are loaded. The plan is to load the normal nodes for gameplay and the GL nodes for rendering but the second part isn't implemented yet.
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Re: ZDBSP 1.17

Postby Demolisher » Mon Aug 30, 2010 4:15 pm

Are GL nodes faster for rendering? How big of a difference will it make?
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Re: ZDBSP 1.17

Postby Graf Zahl » Mon Aug 30, 2010 4:55 pm

No, they are a bit slower. On a large map like E1M6 of P:AR it's a difference of 0.5 ms on my system. The reason for this is that GL nodes contain more segs so for rendering more data needs to be processed. Without this speed hit I would have set it up a bit differently so that GL nodes get preferred more often.
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Re: ZDBSP 1.17

Postby Demolisher » Mon Aug 30, 2010 5:09 pm

Graf Zahl wrote:No, they are a bit slower. On a large map like E1M6 of P:AR it's a difference of 0.5 ms on my system. The reason for this is that GL nodes contain more segs so for rendering more data needs to be processed. Without this speed hit I would have set it up a bit differently so that GL nodes get preferred more often.


So, why would you ever want to build GL nodes if they are slower?
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Re: ZDBSP 1.17

Postby Graf Zahl » Mon Aug 30, 2010 5:13 pm

Because:

- GZDoom needs them
- You need them for the textured automap

Normal nodes are useless when you want to draw the sectors as polygons.
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Re: ZDBSP 1.17

Postby Demolisher » Mon Aug 30, 2010 5:18 pm

That would make sense, I never knew the overall purpose of them.
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Re: ZDBSP 1.17

Postby Borg » Sun Oct 24, 2010 5:18 am

Hello.

Please update the zdbsp-1.17-src.zip
It doesnt contain Makefile. I had to took it from previous release.

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Re: ZDBSP 1.17

Postby Graf Zahl » Sun Oct 24, 2010 5:31 am

The makefile is not missing. It was intentionally removed because it now uses CMake to create its build files.
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Re: ZDBSP 1.17

Postby ducon » Fri Aug 10, 2012 2:38 pm

Hello,
I tried to compile ZDBSP in Linux, but without success. What did I fail?

Code: Select allExpand view
> cmake .
-- The C compiler identification is GNU 4.4.7
-- The CXX compiler identification is GNU 4.7.1
-- Check for working C compiler: /usr/bin/gcc
-- Check for working C compiler: /usr/bin/gcc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Performing Test CAN_DO_MFPMATH
-- Performing Test CAN_DO_MFPMATH - Success
-- Performing Test CAN_DO_ARCHSSE2
-- Performing Test CAN_DO_ARCHSSE2 - Failed
-- Looking for mprotect
-- Looking for mprotect - found
-- Found ZLIB: /usr/lib/i386-linux-gnu/libz.so (found version "1.2.7")
-- Using system zlib
-- Looking for stricmp
-- Looking for stricmp - not found
-- Looking for strnicmp
-- Looking for strnicmp - not found
-- Using SSE math for ClassifyLine only.
-- Configuring done
-- Generating done
-- Build files have been written to: ~/jeux/doom/ports/zdoom/zdbsp.1.17

Code: Select allExpand view
> make
Scanning dependencies of target zdbsp
[  6%] Building CXX object CMakeFiles/zdbsp.dir/main.o
[ 12%] Building C object CMakeFiles/zdbsp.dir/getopt.o
[ 18%] Building C object CMakeFiles/zdbsp.dir/getopt1.o
[ 25%] Building CXX object CMakeFiles/zdbsp.dir/blockmapbuilder.o
[ 31%] Building CXX object CMakeFiles/zdbsp.dir/processor.o
[ 37%] Building CXX object CMakeFiles/zdbsp.dir/processor_udmf.o
[ 43%] Building CXX object CMakeFiles/zdbsp.dir/sc_man.o
[ 50%] Building CXX object CMakeFiles/zdbsp.dir/wad.o
[ 56%] Building CXX object CMakeFiles/zdbsp.dir/nodebuild.o
~/jeux/doom/ports/zdoom/zdbsp.1.17/nodebuild.cpp: In function ‘int ClassifyLineBackpatch(node_t&, const FSimpleVert*, const FSimpleVert*, int*)’:
~/jeux/doom/ports/zdoom/zdbsp.1.17/nodebuild.cpp:1108:26: error: ‘_SC_PAGESIZE’ was not declared in this scope
~/jeux/doom/ports/zdoom/zdbsp.1.17/nodebuild.cpp:1108:38: error: ‘sysconf’ was not declared in this scope
make[2]: *** [CMakeFiles/zdbsp.dir/nodebuild.o] Erreur 1
make[1]: *** [CMakeFiles/zdbsp.dir/all] Erreur 2
make: *** [all] Erreur 2
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Re: ZDBSP 1.17

Postby randi » Fri Aug 10, 2012 4:06 pm

Does it work if you add the following line to the top of nodebuild.cpp?
Code: Select allExpand view
#include <unistd.h>  
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Re: ZDBSP 1.17

Postby ducon » Sat Aug 11, 2012 8:01 am

Yes, it worked.
Thank you.
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