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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Wed Nov 24 07:15:12 EST 2010


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

use.less01 at gmail.com changed:

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--- Comment #10 from use.less01 at gmail.com 2010-11-24 07:15:02 EST ---
Created an attachment (id=2489)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2489)
Version 3 of VBO and GLSL code from xreal, w/ changes

I managed to squeeze a few more fps out of this by adding some tweaks and
fixing some bugs.

Unfortunately, fog is very broken on sky boxes, and I don't think I've tracked
down the crash bug, though it crashes less than before.

There are three cvars for changing the render pipe now,
r_arb_vertex_buffer_object, r_arb_shader_objects, and r_mergeClusterSurfaces. 
r_arb_vertex_buffer_object controls the use of vertex buffers, but not yet
their creation.  They will be created regardless.  r_arb_shader_objects is the
same with the GLSL shaders, and doesn't do anything if vertex buffers are
disabled.  r_mergeClusterSurfaces merges similar surfaces in a cluster into a
smaller set of vertex buffers for faster rendering, using code from xreal, but
doesn't activate if vertex buffers are disabled.

As well, I started testing with the History map from http://www.zfight.com/,
and I've found it actually performs better without the surface merging than
with.  It's likely because the surfaces in this level are more easily culled
separately than merged into cluster surfaces, but I haven't actually checked if
this is the case.

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