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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Dec 7 07:14:52 EST 2010


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

use.less01 at gmail.com changed:

           What    |Removed                     |Added
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   Attachment #2511|0                           |1
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--- Comment #14 from use.less01 at gmail.com 2010-12-07 07:14:42 EST ---
Created an attachment (id=2512)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2512)
Version 5 of VBO and GLSL code from xreal, w/ changes

I've changed a few things again.

This version of the patch removes the occlusion stuff I had in the previous
patch, and adds GPU vertex skinning from ET-XreaL, as well as optimized
vertex/fragment programs and some fixes here and there.

It's actually reasonably fast now, with s_useOpenAL set to 0 it's faster than
base quake3.exe.  It's still slower than ioquake3 1.36, though.

With "timedemo 1;demo four" I get:

quake3.exe:
1260 frames, 4.3 seconds: 296.2 fps

ioquake3.exe SVN with VBO/GLSL patch:
1260 frames 3.7 seconds 342.9 fps 1.0/2.9/9.0/1.0 ms

ioquake3.exe 1.36 from website:
1260 frames 3.4 seconds 373.4 fps 1.0/2.7/6.0/0.9 ms

So there's some room for improvement. :)

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