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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Mon Nov 22 05:17:35 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 #2479|0                           |1
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--- Comment #6 from tinkah <arxeio at gmail.com> 2010-11-16 06:02:48 EST ---
Notice the other VBO code from UrT is now available on a latest ioquake3 SVN
code based client for urt for all OSes here:
http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt

It was initially ported by 'undead' and I did some minor modifications (mainly
to fix a crash in case of an invalid shader with a stage that lacked texture
map specification).

It appears compatible with all the feature set of quake3 arena, or at least
everything q3ut4 uses.

--- Comment #7 from use.less01 at gmail.com 2010-11-22 05:17:28 EST ---
Created an attachment (id=2485)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2485)
VBO and GLSL code from xreal w/ changes

I couldn't think of a way to get all of the Quake 3 shaders working with the
fixed-function pipeline, so I copied the glsl code from xreal and
wrote/modified a pair of vertex and fragment programs.

This patch should support all Quake 3 shaders, but doesn't support dynamic
lights.  The vertex and fragment programs have been put into long strings in
tr_glsl.c, but they can be overridden with files named glsl/generic_vp.glsl and
glsl/generic_fp.glsl.  I'll upload those to Bugzilla as well, as the long
string versions are more or less incomprehensible.

There are a few problems left, however.  Fog works, but it's not 100% accurate
to Quake 3's version.  Dynamic lights are completely ignored.  The old vertex
array code and vbo with fixed function shaders code is still in, with no easy
way to reenable it.  There's a crash bug that I haven't tracked down yet that
happens occasionally when quitting to the main menu or changing level. 
Cinematics are broken.  There's still a bunch of fixed-function code left that,
when touched, kills the framerate.  Also the whole thing is very messy, and is
begging for a cleanup.

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