v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing v0.31 Talk:Technical tricks
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "v0.31"). Please make sure you intend to do this. If you are here by mistake, see the current page instead.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 15: | Line 15: | ||
* FRAME_BUFFER: Basically the same thing, but using newer GL frame-buffer extensions to render to a texture instead, and blitting that texture to screen once a frame. It saves at least one copy vs. accum-buffer. Both frame-buffer and accum-buffer use partial:0 under the covers, they just wrap that method appropriately in order to avoid flickering. | * FRAME_BUFFER: Basically the same thing, but using newer GL frame-buffer extensions to render to a texture instead, and blitting that texture to screen once a frame. It saves at least one copy vs. accum-buffer. Both frame-buffer and accum-buffer use partial:0 under the covers, they just wrap that method appropriately in order to avoid flickering. | ||
* VBO: A variant of STANDARD that uses vertex buffer objects to explicitly tell the GPU what data doesn't change between frames, namely the location of the various tiles. This marginally improves performance vs. standard, if it works, which it should. | * VBO: A variant of STANDARD that uses vertex buffer objects to explicitly tell the GPU what data doesn't change between frames, namely the location of the various tiles. This marginally improves performance vs. standard, if it works, which it should. | ||
− | * SHADER: Dumps the entire DF graphics array to GPU memory, and programs the GPU to interpret it on its own. Dramatically improves performance, but basically only works on geforce 8000-series and above, or the equivalent ATI. I think there's some 7000-series card (7950?) that also supports such shaders, though. Doesn't work yet. | + | * SHADER: Dumps the entire DF graphics array to GPU memory, and programs the GPU to interpret it on its own. Dramatically improves performance, but basically only works on geforce 8000-series and above, or the equivalent ATI. I think there's some 7000-series card (7950?) that also supports such shaders, though. Doesn't work yet. [[User:Uristocrat|Uristocrat]] 08:37, 8 January 2011 (UTC) |
− | |||
− | [[User:Uristocrat|Uristocrat]] 08:37, 8 January 2011 (UTC) |