Ticket #574 (new defect)
terrain2 heightmaps smoothing calculation differs depending on optimization level
| Reported by: | anonymous | Owned by: | jorrit |
|---|---|---|---|
| Priority: | major | Milestone: | |
| Component: | general | Version: | V1.4 |
| Keywords: | Cc: |
Description
It seems that depending on the optimizations done during compilation the heightmaps smoothing calculation gets different. The tests were done on the same planeshift revision on the same map (bdroad2) using always the same player mesh (klyrosm) (a good testing point is near point -293.70 23.76 383.89).
Three different clients were built with the different configurations for either crystalspace cal3d and planeshift.
A build done like this for cs and ps --enable-cpu-specific-optimizations=max CPPFLAGS=-march=native -mtune=native -msse3 -msse2 -msse -mmmx -mssse3 (and removing -march=i686 -mtune=generic from the ending jamconfig) and this for cal3d ./configure CPPFLAGS=-O3 -march=native -mtune=native -msse2 -msse3 -mssse3 -mmmx (-O2 was removed from all the generated makefiles)
ended up in a client were the player was continually stuck in the geometry.
Another test done with all the default settings ended up in a better situation. there were still micro stuck situations but it was still possible to move without staying stuck for up to 5 minutes like in the previous test
The last test was with a debug ps/cs/cal3d (with --enable-debug) there walking and running was extremely smooth and perfect.
