Not that I condone conversions, but has anyone had a try to get the whole TDU island, or parts of it, from TDU into Racer
Some really nice areas on there!
I really like the run across the desert part to the west, and it rises up into some small mountains and has a switchback section and so on, then comes back down the other side and onto the flats again.
Your computer is having issues with shadow mapping.
Just about everyone has that flashing shadows problem, looks like a Racer bug for Ruud to work on!
I can't find where to find "shadow frameskip" in the racer.ini file, I need directions, please!it's shadow frameskip and it's configurable at racer.ini Set it to 0 and don't flash any more, but performance issues can appear.
I can't find where to find "shadow frameskip" in the racer.ini file, I need directions, please!
I adjusted the min/max values of "Throttler detail limits" in Racer.ini and the shadows all disappeared, I don't know why!
shadowmapping
{
; Enable shadow mapping? If enabled, changes the Cg shader directory to
; data/renderer/shaders_hdr_csm (!) instead of data/renderer/shaders_hdr
enable=1
; nr of splits used, each split takes one extra render loop (3 should be enough)
splits=3
; split distances 0 - 3, each distance higher than the previous one
splitdist0=10
splitdist1=60
splitdist2=200
splitdist3=1000
; Correction added in the shader because of floating point precision
splitcor0=0.00025
splitcor1=0.0005
splitcor2=0.002
splitcor3=0.005
; the amount of frames to skip to increase performance
[B] splitrenderjump0=0
splitrenderjump1=0
splitrenderjump2=10 Set these at 0 splitrenderjump2 and 3. But will be a little slowly.
splitrenderjump3=20[/B]
; offset the framecount for jumping frames
splitrenderoffset0=0
splitrenderoffset1=1
splitrenderoffset2=2 [B]Set these at 0 again, splitrenderjump2 and 3. But will be a little slowly.[/B]
splitrenderoffset3=3
; texture resolution
mapsize=1024
; intensity of the shadows (lower = darker, try 0.5)
shadowintensity=0
; debug mode (paints splits)
debug=0
; size of the debug polygons rendered
dbgsize=128
}
@AMGfan: looks really good! The shaders are actually working out too