[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sun Jul 31 19:57:52 EDT 2011


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

use.less01 at gmail.com changed:

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                 CC|                            |use.less01 at gmail.com

--- Comment #41 from use.less01 at gmail.com 2011-07-31 19:57:50 EDT ---
> have you spent a few thoughts on how this vbo renderer path can be
integrated with the modular rendering?

I have tested it with #4790, and compiling dlls with and without this patch and
switching between them with the same executable does work, on win32 anyway. 
The only part I'm iffy about is dealing with the situation where the renderer
dll doesn't work for whatever reason, be it missing opengl extensions or simply
crashing.  I fiddled with this once before, and I didn't come up with a good
way to automatically revert to the default dll.

>I have given some more thoughts to this. What would be desirable to have:
>Leave the old renderer and its code untouched in code/renderer/
>
>Add a new directory named like:
>code/renderergl2
>You can choose another name if that is more suitable.
>
>If you find portions of code from code/renderer/ that are reusable, reference
>that code from code/renderergl2 instead of rewriting it completely.

I'm good with this idea, but it might take a while to do.  Most of the new
renderer still uses the original code, just with a few modifications here and
there.  Reusing code in the old renderer folder would either require adding a
ton of #define's there or renaming and refactoring a lot of code in the new
renderer folder.

Right now I'd be in favor of simply putting in the modular renderer patch,
perhaps after figuring out some fix to the issue I mentioned above, and
worrying about this patch once I finish separating it out into another folder
and refactoring it.  It doesn't need to live in the ioquake3 svn just yet.

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