[quake3-bugzilla] [Bug 4358] Vertex Buffer Object (VBO) code available

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Dec 21 04:24:54 EST 2010


http://bugzilla.icculus.org/show_bug.cgi?id=4358

use.less01 at gmail.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
   Attachment #2530|0                           |1
        is obsolete|                            |

--- Comment #20 from use.less01 at gmail.com 2010-12-21 04:24:41 EST ---
Created an attachment (id=2543)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2543)
Version 9 of VBO and GLSL code from xreal, w/ changes

Version 9.

This version has some big changes.

First, marks (blob shadows, bullet marks) now work with merged surfaces.  This
is done by storing the merged surfaces in a different array, letting the marks
code use the old mark surfaces, and adding a new array, viewsurfaces, for
rendering.  This is a lot better than the last version, which simply overwrote
the first surface in a merge and changed the marksurfaces array entries to
point at it.

Second, the surface merging algorithm has been changed to something faster. 
It's still a bit slow on larger maps, and it isn't as efficient at merging
surfaces as the old routine, but it's fast enough to be usable.

Third, fog works, as in really works.  More or less everything is fogged
correctly now, though the fogging code isn't exactly the same as Quake 3's.

As well, I implemented gimhael's suggestion and use the near plane for clipping
when rendering a portal.  It's much cleaner than the vertex/fragment
combination I was using before, though I didn't notice any change in speed.

The only other change I remember was fixing the state when
r_arb_vertex_buffer_object is 0 but r_arb_shader_objects is 1.  This caused
certain surfaces to render incorrectly.

-- 
Configure bugmail: http://bugzilla.icculus.org/userprefs.cgi?tab=email
------- You are receiving this mail because: -------
You are the QA contact for the bug.


More information about the quake3-bugzilla mailing list