ZDBSP 1.17

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ReX
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Re: ZDBSP 1.17

Post by ReX »

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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Graf Zahl
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Re: ZDBSP 1.17

Post by Graf Zahl »

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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Demolisher
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Re: ZDBSP 1.17

Post by Demolisher »

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

Post by Graf Zahl »

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

Post by Demolisher »

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

Post by Graf Zahl »

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

Post by Demolisher »

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

Post by Borg »

Hello.

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

Regards,
Borg
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Re: ZDBSP 1.17

Post by Graf Zahl »

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

Post by ducon »

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

Code: Select all

> 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 all

> 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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randi
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Re: ZDBSP 1.17

Post by randi »

Does it work if you add the following line to the top of nodebuild.cpp?

Code: Select all

#include <unistd.h>  
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ducon
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Re: ZDBSP 1.17

Post by ducon »

Yes, it worked.
Thank you.
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