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Earlier this year

  • Sep 05, 2009
    issue 26 (App generates one too many indices for quad strip, resulting...) commented on by Shawn.Somers   -   Fixed with patch in issue 23.
    Fixed with patch in issue 23.
  • Sep 05, 2009
    issue 25 (In CBuilding::ConstructRoof the variable addon is used befor...) commented on by Shawn.Somers   -   Fixed with patch in issue 23.
    Fixed with patch in issue 23.
  • Sep 05, 2009
    issue 20 (clock never reaches 100%) commented on by Shawn.Somers   -   Need more details. cpu/gpu details
    Need more details. cpu/gpu details
  • Aug 13, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by sandman4432   -   ADD TO ABOVE COMMENT I am running Windows XP currently (suck it Vista!!......Windows 7 PLEASE don't let me down!)
    ADD TO ABOVE COMMENT I am running Windows XP currently (suck it Vista!!......Windows 7 PLEASE don't let me down!)
  • Aug 13, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by sandman4432   -   I have dual monitors running at different resolutions and it runs fine (1680x1050 & 1360x768) Dualview format (configured independently) The screen saver see's them as one monitor just as it should. AND I get 25 fps steady, never changes even after long periods (like a whole day). NVIDIA GeForce 8600 GTS
    I have dual monitors running at different resolutions and it runs fine (1680x1050 & 1360x768) Dualview format (configured independently) The screen saver see's them as one monitor just as it should. AND I get 25 fps steady, never changes even after long periods (like a whole day). NVIDIA GeForce 8600 GTS
  • Aug 13, 2009
    issue 19 (Does not work with Dual monitors) commented on by stephanie.crittenden   -   I have dual monitors running at different resolutions and it runs fine (1680x1050 & 1360x768) Dualview format (configured independently) The screen saver see's them as one monitor just as it should. NVIDIA GeForce 8600 GTS
    I have dual monitors running at different resolutions and it runs fine (1680x1050 & 1360x768) Dualview format (configured independently) The screen saver see's them as one monitor just as it should. NVIDIA GeForce 8600 GTS
  • Aug 02, 2009
    issue 12 (White screen after loading finishes) commented on by i...@ianbradshaw.net   -   ah ... found it. set 'catalyst A.I.' to standard, works fine. have it on advanced and you get the white screen.
    ah ... found it. set 'catalyst A.I.' to standard, works fine. have it on advanced and you get the white screen.
  • Aug 02, 2009
    issue 12 (White screen after loading finishes) commented on by i...@ianbradshaw.net   -   I get this too on Catalyst 9.7 / Win7 x64. Intel i7 / ATI 4870 x2 Looks like the ATI drivers are borked. :(
    I get this too on Catalyst 9.7 / Win7 x64. Intel i7 / ATI 4870 x2 Looks like the ATI drivers are borked. :(
  • Aug 02, 2009
    issue 12 (White screen after loading finishes) commented on by i...@ianbradshaw.net   -   I get this too on Catalyst 9.7 / Win7 x64. Looks like the ATI drivers are borked. :(
    I get this too on Catalyst 9.7 / Win7 x64. Looks like the ATI drivers are borked. :(
  • Jul 27, 2009
    issue 12 (White screen after loading finishes) commented on by TimeSnap   -   This screensaver used to work until I updated my ATI drivers and Catalyst to version 9.7; I was previously using Catalyst version 8.11. I have two ATI Raedon 4870 video cards, but unlike the previous posters I have an Intel CPU - Kentfield 6600. Since this DID work for me (many months, I might add) until today, it seems like this defect is tied to the ATI video cards AND the version of Catalyst you're presently running. --Vista Home Premium x64 --8GB RAM --Kentfield Q6600 (Core 2 Quad CPU 2.40Mhz) --2x ATI Raedon 4870 1GB
    This screensaver used to work until I updated my ATI drivers and Catalyst to version 9.7; I was previously using Catalyst version 8.11. I have two ATI Raedon 4870 video cards, but unlike the previous posters I have an Intel CPU - Kentfield 6600. Since this DID work for me (many months, I might add) until today, it seems like this defect is tied to the ATI video cards AND the version of Catalyst you're presently running. --Vista Home Premium x64 --8GB RAM --Kentfield Q6600 (Core 2 Quad CPU 2.40Mhz) --2x ATI Raedon 4870 1GB
  • Jul 20, 2009
    issue 26 (App generates one too many indices for quad strip, resulting...) reported by manthrax   -   What steps will reproduce the problem? 1. 2. 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
    What steps will reproduce the problem? 1. 2. 3. What is the expected output? What do you see instead? What version of the product are you using? On what operating system? Please provide any additional information below.
  • Jul 20, 2009
    issue 25 (In CBuilding::ConstructRoof the variable addon is used befor...) reported by manthrax   -   What steps will reproduce the problem? 1. Compile the app under VC++ 2008 express 2. Run the app... 3. What is the expected output? What do you see instead? Expect to run What version of the product are you using? On what operating system? Please provide any additional information below. The variable is randomly used before being initialized.
    What steps will reproduce the problem? 1. Compile the app under VC++ 2008 express 2. Run the app... 3. What is the expected output? What do you see instead? Expect to run What version of the product are you using? On what operating system? Please provide any additional information below. The variable is randomly used before being initialized.
  • Jul 19, 2009
    issue 1 (Stuttering) commented on by fasteddo   -   I get stuttering as well, about once a second Pentium D 2.8 1.5gig ram ATI Radeon X300
    I get stuttering as well, about once a second Pentium D 2.8 1.5gig ram ATI Radeon X300
  • Jun 16, 2009
    issue 24 (Car headlight sprites are not always facing the camera) reported by ahfat666   -   side views of the sprites walking on the street
    side views of the sprites walking on the street
  • Jun 16, 2009
    issue 23 (Crash in Visual Studio 2008 (vertex index out of range in CM...) reported by jam3sward   -   Reproducible crash in VS.NET 2008, due to vertex index out of range when rendering quad strips in CMesh::Render() function. Believe this is due to indices generated in CBuilding::CreateSimple() - it generates 11 indices, but only has 10 vertices. Fixed this by changing loop condition from i<=10 to i<10. Please see attached diff which seems to fix the problem. Also fixes a minor warning about uninitialised variable addon in CBuilding::ConstructRoof Seems fine now - very cool demo!
    Reproducible crash in VS.NET 2008, due to vertex index out of range when rendering quad strips in CMesh::Render() function. Believe this is due to indices generated in CBuilding::CreateSimple() - it generates 11 indices, but only has 10 vertices. Fixed this by changing loop condition from i<=10 to i<10. Please see attached diff which seems to fix the problem. Also fixes a minor warning about uninitialised variable addon in CBuilding::ConstructRoof Seems fine now - very cool demo!
  • Jun 05, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by marpih   -   Worked for me running on two 1680x1050 monitors (Windows XP).
    Worked for me running on two 1680x1050 monitors (Windows XP).
  • May 24, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by s.mangelsdorf   -   For the people that say it works for them: Are you on Windows Vista? Maybe this a Windows XP related problem. I recall hearing that they had changed the way 3D rendering works for Vista. Has anyone had this running with dual monitors in WinXP?
    For the people that say it works for them: Are you on Windows Vista? Maybe this a Windows XP related problem. I recall hearing that they had changed the way 3D rendering works for Vista. Has anyone had this running with dual monitors in WinXP?
  • May 24, 2009
    issue 1 (Stuttering) commented on by d...@dkidesign.com   -   Same here, but I get 35fps on dual monitors.
    Same here, but I get 35fps on dual monitors.
  • May 24, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by d...@dkidesign.com   -   Works perfectly for me with dual monitors both plugged into a single 8800GTS 640mb. However it renders to both monitors, totalling at 3200x1200 which is understandably pretty slow (only 35fps :( ).
    Works perfectly for me with dual monitors both plugged into a single 8800GTS 640mb. However it renders to both monitors, totalling at 3200x1200 which is understandably pretty slow (only 35fps :( ).
  • May 24, 2009
    issue 19 (Does not work with Dual monitors) commented on by d...@dkidesign.com   -   Works perfectly for me with dual monitors both plugged into a single 8800GTS 640mb. However it renders to both monitors, totalling at 3200x1200 which is understandably pretty slow (only 35fps :( ).
    Works perfectly for me with dual monitors both plugged into a single 8800GTS 640mb. However it renders to both monitors, totalling at 3200x1200 which is understandably pretty slow (only 35fps :( ).
  • May 19, 2009
    issue 1 (Stuttering) commented on by mi...@isntmedia.com   -   Also stuttering. If i let it go dual screen its terrible, around 1fps. Forced to display on one screen its around 2-5 fps depending on the frame. When zoomed close into a building it seems to be worse. Core2Duo@2GHz 2GB RAM Nvidia GeForce 8300 GS
    Also stuttering. If i let it go dual screen its terrible, around 1fps. Forced to display on one screen its around 2-5 fps depending on the frame. When zoomed close into a building it seems to be worse. Core2Duo@2GHz 2GB RAM Nvidia GeForce 8300 GS
  • May 19, 2009
    issue 19 (Does not work with Dual monitors) commented on by s.mangelsdorf   -   Duplicate of issue #7
    Duplicate of issue #7
  • May 17, 2009
    issue 22 (Always generates the same city.) reported by michael.ralston   -   What steps will reproduce the problem? 1. Download the current version. 2. Run it, watching the named buildings for a bit. 3. Hit the regenerate button or run it again, watching the same buildings. What is the expected output? What do you see instead? It generates the same city every time, probably as a result of World.cpp initializing the random number generator to a constant. I expect to see different cities each time it generates. What version of the product are you using? On what operating system? 1.0.011 on some version Windows XP. Please provide any additional information below.
    What steps will reproduce the problem? 1. Download the current version. 2. Run it, watching the named buildings for a bit. 3. Hit the regenerate button or run it again, watching the same buildings. What is the expected output? What do you see instead? It generates the same city every time, probably as a result of World.cpp initializing the random number generator to a constant. I expect to see different cities each time it generates. What version of the product are you using? On what operating system? 1.0.011 on some version Windows XP. Please provide any additional information below.
  • May 16, 2009
    issue 21 (clock never reaches 100%) reported by fftownsend   -   What steps will reproduce the problem? 1. run software 2. 3. What is the expected output? What do you see instead? clock stops, screen goes to black, then closes What version of the product are you using? On what operating system? 10011 Vista 32bit Please provide any additional information below. n/a
    What steps will reproduce the problem? 1. run software 2. 3. What is the expected output? What do you see instead? clock stops, screen goes to black, then closes What version of the product are you using? On what operating system? 10011 Vista 32bit Please provide any additional information below. n/a
  • May 16, 2009
    issue 20 (clock never reaches 100%) reported by fftownsend   -   What steps will reproduce the problem? 1. run software 2. 3. What is the expected output? What do you see instead? clock stops, screen goes to black, then closes What version of the product are you using? On what operating system? 10011 Please provide any additional information below. n/a
    What steps will reproduce the problem? 1. run software 2. 3. What is the expected output? What do you see instead? clock stops, screen goes to black, then closes What version of the product are you using? On what operating system? 10011 Please provide any additional information below. n/a
  • May 16, 2009
    issue 1 (Stuttering) commented on by monumentoalaidiotez   -   I have a CentrinoDuo@1.6ghz 1gb ddr2 @600 mhz intel gma950 128 mb (also i tried in other laptop with a 965gm 256mb integrated video card) both support opengl but i'm getting stuttering as well (I tested it in win xp and win 7 RC)
    I have a CentrinoDuo@1.6ghz 1gb ddr2 @600 mhz intel gma950 128 mb (also i tried in other laptop with a 965gm 256mb integrated video card) both support opengl but i'm getting stuttering as well (I tested it in win xp and win 7 RC)
  • May 16, 2009
    issue 4 (black screen, no saver) commented on by rwurzer   -   On a laptop with Intel X3100 graphics & Vista32 SP1, I resolved this issue by editing the ini file with Effect=0 and ShowFog=0. Anyone here try that? Ran slow as heck, but it ran.
    On a laptop with Intel X3100 graphics & Vista32 SP1, I resolved this issue by editing the ini file with Effect=0 and ShowFog=0. Anyone here try that? Ran slow as heck, but it ran.
  • May 15, 2009
    issue 19 (Does not work with Dual monitors) reported by jacobmik   -   What steps will reproduce the problem? 1. copy to windows folder 2. Start the screen saver 3. See the progress bar that fills and then disappears. 4. Screen stays black What is the expected output? What do you see instead? The city is not rendered. The progress circle shows One half on each screen but when the city should render it just goes black. What version of the product are you using? On what operating system? XP pixel city Version 1.0.011 Please provide any additional information below. The monitors run in different resolutions: 1900x1080 and 1900x1280 When running with just one monitor it works, fast and nice.
    What steps will reproduce the problem? 1. copy to windows folder 2. Start the screen saver 3. See the progress bar that fills and then disappears. 4. Screen stays black What is the expected output? What do you see instead? The city is not rendered. The progress circle shows One half on each screen but when the city should render it just goes black. What version of the product are you using? On what operating system? XP pixel city Version 1.0.011 Please provide any additional information below. The monitors run in different resolutions: 1900x1080 and 1900x1280 When running with just one monitor it works, fast and nice.
  • May 14, 2009
    issue 18 (glass building act strange) reported by zivpeleg   -   What steps will reproduce the problem? 1. turn on glass buildings What is the expected output? What do you see instead? the textures rotate really fast around the buildings. What version of the product are you using? On what operating system? 1.011 vista 64 radeon 4870 Q6600 Please provide any additional information below. wow that was a lot of bug reporting :)
    What steps will reproduce the problem? 1. turn on glass buildings What is the expected output? What do you see instead? the textures rotate really fast around the buildings. What version of the product are you using? On what operating system? 1.011 vista 64 radeon 4870 Q6600 Please provide any additional information below. wow that was a lot of bug reporting :)
  • May 14, 2009
    issue 17 (10 FPS drop when wireframe is on (low priority)) reported by zivpeleg   -   What steps will reproduce the problem? 1. get to normal viewing mode (the rest don't work right) 2. turn on wireframe 3. rotate effects till I get back to normal viewing mode What is the expected output? What do you see instead? I usually get 60FPS and in this case I get 50-45FPS, not that big deal but probably has some effects on low end users. What version of the product are you using? On what operating system? 1.011 vista 64 radeon 4870 Q6600 Please provide any additional information below.
    What steps will reproduce the problem? 1. get to normal viewing mode (the rest don't work right) 2. turn on wireframe 3. rotate effects till I get back to normal viewing mode What is the expected output? What do you see instead? I usually get 60FPS and in this case I get 50-45FPS, not that big deal but probably has some effects on low end users. What version of the product are you using? On what operating system? 1.011 vista 64 radeon 4870 Q6600 Please provide any additional information below.
  • May 14, 2009
    issue 16 (effects not working) reported by zivpeleg   -   What steps will reproduce the problem? 1. change effects ('E' button) What is the expected output? What do you see instead? I expect to see the bloom and the other effect mentioned but at the first mode I get a completely white screen with some movements in the corners and in the second I get a monotone yellow all over the picture. What version of the product are you using? On what operating system? 1.011 on vista 64, radeon 4870 Q6600 Please provide any additional information below.
    What steps will reproduce the problem? 1. change effects ('E' button) What is the expected output? What do you see instead? I expect to see the bloom and the other effect mentioned but at the first mode I get a completely white screen with some movements in the corners and in the second I get a monotone yellow all over the picture. What version of the product are you using? On what operating system? 1.011 on vista 64, radeon 4870 Q6600 Please provide any additional information below.
  • May 14, 2009
    issue 15 (sky is rendered as a lot of vertical lines) reported by zivpeleg   -   What steps will reproduce the problem? happens all the time What is the expected output? What do you see instead? I expect to see the sky like in the pictures but instead I get alot of vertical blue lines. What version of the product are you using? On what operating system? latest 1.011 on a vista ultimate 64. running a radeon 4870, Q6600@3.6 GHZ & 2GB RAM. Please provide any additional information below. at least the FPS is a constant 60-65.
    What steps will reproduce the problem? happens all the time What is the expected output? What do you see instead? I expect to see the sky like in the pictures but instead I get alot of vertical blue lines. What version of the product are you using? On what operating system? latest 1.011 on a vista ultimate 64. running a radeon 4870, Q6600@3.6 GHZ & 2GB RAM. Please provide any additional information below. at least the FPS is a constant 60-65.
  • May 14, 2009
    issue 14 (Request: Watch city get generated) reported by stianlund   -   I'd love to also see the city get generated on init, then show for maybe 5 mins (configurable), then generate another. Just a request, no bug.
    I'd love to also see the city get generated on init, then show for maybe 5 mins (configurable), then generate another. Just a request, no bug.
  • May 11, 2009
    issue 13 (Occasional white car lights where red car lights should be) reported by r...@projectmayhem.co.nz   -   Usually when the camera flies down a street occasionally I see white car lights blink in for maybe 1/4 of a second in the right hand lane where the car lights should be red. They appear then disappear, they're not simply red lights that switch to white for a bit.
    Usually when the camera flies down a street occasionally I see white car lights blink in for maybe 1/4 of a second in the right hand lane where the car lights should be red. They appear then disappear, they're not simply red lights that switch to white for a bit.
  • May 11, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by s.mangelsdorf   -   I have tried the new 1.0.011 build and it still has the same problem on my machine.
    I have tried the new 1.0.011 build and it still has the same problem on my machine.
  • May 11, 2009
    issue 4 (black screen, no saver) commented on by mbeware   -   On an acer netbook (atom 1.6, crappy video card, XP SP3), The screen saver (version : 1.0.011) just quit after a random amount of time, mostly after 20-30 seconds. In that time, I only get the timer... I know it might a setup below minimum requirement... The soft seem to be able to work because in the small preview (when we select the screen saver), I see the city flying by.... The NotScreenSaver version would be great to test if it's not a system event that make it getout of the SSmode... By the way, it works great on my 4 year old desktop setup...
    On an acer netbook (atom 1.6, crappy video card, XP SP3), The screen saver (version : 1.0.011) just quit after a random amount of time, mostly after 20-30 seconds. In that time, I only get the timer... I know it might a setup below minimum requirement... The soft seem to be able to work because in the small preview (when we select the screen saver), I see the city flying by.... The NotScreenSaver version would be great to test if it's not a system event that make it getout of the SSmode... By the way, it works great on my 4 year old desktop setup...
  • May 11, 2009
    issue 4 (black screen, no saver) commented on by wcoleda   -   Tried again with 1.0.011 ; pretty much same the same timing results. Any chance you could release a build that was not in screensaver mode to test? Based on comments on the blog, it would be interesting to compare the two versions.
    Tried again with 1.0.011 ; pretty much same the same timing results. Any chance you could release a build that was not in screensaver mode to test? Based on comments on the blog, it would be interesting to compare the two versions.
  • May 11, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by rastko.momcilovic   -   It works on my two monitor system (1920*1080)*2, but it goes pretty slow, around 15FPS. When the bloom effect is turned on, the machine slows down drastically, and the effect is only portrayed on the main screen. The secondary screen displays the city ok, but without the effect. The effect itself is very good when loked from afar, but the lightning blurs shift away from windows they were supposed to represent when you get close. Z-buffer effect displays on both screens, and so does the rainbowish gradient. The system is Intel Core2 Duo, 3.5Gb RAM, NVidia Quadro NVS 140M. I used the version 1.0.011.
    It works on my two monitor system (1920*1080)*2, but it goes pretty slow, around 15FPS. When the bloom effect is turned on, the machine slows down drastically, and the effect is only portrayed on the main screen. The secondary screen displays the city ok, but without the effect. The effect itself is very good when loked from afar, but the lightning blurs shift away from windows they were supposed to represent when you get close. Z-buffer effect displays on both screens, and so does the rainbowish gradient. The system is Intel Core2 Duo, 3.5Gb RAM, NVidia Quadro NVS 140M. I used the version 1.0.011.
  • May 08, 2009
    issue 12 (White screen after loading finishes) commented on by spatafora.andrew   -   Effects 1, 2 and 7 resulted in this for me. I assumed at first it was simply Vista 64-bit being a stickler again, but it could be hardware since, like the original poster, I am using an AMD CPU (X2 64 Dual Core 5400+) and ATI graphics card (Radeon HD 4800).
    Effects 1, 2 and 7 resulted in this for me. I assumed at first it was simply Vista 64-bit being a stickler again, but it could be hardware since, like the original poster, I am using an AMD CPU (X2 64 Dual Core 5400+) and ATI graphics card (Radeon HD 4800).
  • May 08, 2009
    r28 (Reduced sky render to single-pass, which also made clouds hi...) committed by youngshamus   -   Reduced sky render to single-pass, which also made clouds higher res and eliminated a texture. Also took a stab at clean up the unholy mess that is CTexture::Rebuild.
    Reduced sky render to single-pass, which also made clouds higher res and eliminated a texture. Also took a stab at clean up the unholy mess that is CTexture::Rebuild.
  • May 08, 2009
    r27 (Fix of mysterious "black text" bug.) committed by youngshamus   -   Fix of mysterious "black text" bug.
    Fix of mysterious "black text" bug.
  • May 08, 2009
    issue 12 (White screen after loading finishes) commented on by Marcelo.Cambiasso   -   I get this too. I opened the ini file and noticed this happens when effect=1 and effect=2 . I have an Ati Radeon 9550 256mb agp (ati related?). thanks for such a nice ss :)
    I get this too. I opened the ini file and noticed this happens when effect=1 and effect=2 . I have an Ati Radeon 9550 256mb agp (ati related?). thanks for such a nice ss :)
  • May 08, 2009
    PixelCity_1_0_011.zip (Experimental fix for people with &quot;black text&quot; bug.) file uploaded by youngshamus   -  
    Labels: Type-Archive
    Labels: Type-Archive
  • May 08, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by comptrworks   -   Also, it did not install properly and is not showing up in my Screen Saver menu.
    Also, it did not install properly and is not showing up in my Screen Saver menu.
  • May 08, 2009
    issue 4 (black screen, no saver) commented on by wcoleda   -   I updated to Version 1.0.010... New timeline when running the screen saver preview: 0s - black 3s - progress meter appears, goes to about 85% 23s - first frame appears Then I get a new frame about every 12 seconds or so, so about 0.083fps. The frames are not sequential, so there are huge jumps between displayed frames. This machine has 2G of memory, and the Intel Q35 Express chipset.
    I updated to Version 1.0.010... New timeline when running the screen saver preview: 0s - black 3s - progress meter appears, goes to about 85% 23s - first frame appears Then I get a new frame about every 12 seconds or so, so about 0.083fps. The frames are not sequential, so there are huge jumps between displayed frames. This machine has 2G of memory, and the Intel Q35 Express chipset.
  • May 08, 2009
    r26 (Killed the last of the memory leaks, and included a change t...) committed by youngshamus   -   Killed the last of the memory leaks, and included a change to Entity.h, which should have been with PREVIOUS memory-leak plugs.
    Killed the last of the memory leaks, and included a change to Entity.h, which should have been with PREVIOUS memory-leak plugs.
  • May 08, 2009
    PixelCity_1_0_010.zip (Version 1.0.010) file uploaded by youngshamus   -  
    Labels: Type-Archive OpSys-Windows
    Labels: Type-Archive OpSys-Windows
  • May 08, 2009
    r25 (Integrated hip new vector use that all the young people are ...) committed by youngshamus   -   Integrated hip new vector use that all the young people are into these days, from Bryan Kadzban. Much cleaner.
    Integrated hip new vector use that all the young people are into these days, from Bryan Kadzban. Much cleaner.
  • May 08, 2009
    issue 7 (Doesn't render correctly on a dual monitor system.) commented on by comptrworks   -   Yep, black screen. ESC is the only way to bail out.
    Yep, black screen. ESC is the only way to bail out.
  • May 08, 2009
    r24 (Removed framerate limit on visibility updates. The performa...) committed by youngshamus   -   Removed framerate limit on visibility updates. The performance gain was too small to measure, and it led to single-frame instances of missing buildings when the camera jumped large distances.
    Removed framerate limit on visibility updates. The performance gain was too small to measure, and it led to single-frame instances of missing buildings when the camera jumped large distances.
 
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