May 28 2024 build

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This build mainly has fixes for Ogre's DirectX 11 renderer, and introduces an official Windows ARM build of the simulator (one was supplied after the last build but wasn't working properly). I also moved the PolyMesh geometry processor out into it's own C++ files.

On Windows systems, to use the DirectX 11 renderer, open the plugins.cfg file and uncomment the Direct3D11 line, erase your ogre.cfg file, re-run Skyscraper and choose it from the startup window. This is already done for you on ARM builds. Currently most of the renderer works, except for the text-to-texture system (which doesn't seem to be reading the font texture data properly), and also the Simple building crashes on startup due to the Key object causing a shader error. I'll be working on trying to fix those issues. If you have a Windows ARM system, it would be great if you could test this build on it, and if you get crashes on startup, you can also comment out the OpenGL renderers and only try the DirectX one.

Changelog:

  1. Started work on a simulator memory usage report function, so far it calculates the total size of the geometry and index tables of meshes.
  2. Report memory usage of enabled meshes
  3. Add support for ARM Windows builds
  4. Moved PolyMesh code into separate files
  5. Prevent Caelum from initializing on DirectX 11, due to rendering issues
  6. TruncateNumber() needs to be able to handle strings without decimal characters
  7. Fix CopyTexture() on DirectX11

See also

External links