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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Thu Nov 25 22:15:41 EST 2010


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

use.less01 at gmail.com changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
   Attachment #2489|0                           |1
        is obsolete|                            |

--- Comment #12 from use.less01 at gmail.com 2010-11-25 22:15:32 EST ---
Created an attachment (id=2491)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2491)
Version 4 of VBO and GLSL code from xreal, w/ changes

I took your advice and took a look at ET-Xreal's GIT repository, but I'm sort
of wary about directly integrating changes, as ET's source code release was
covered by GPLv3, whereas Quake 3's was covered by GPLv2.

Still, I wrote up my own version of the glMultiDrawElements part, and added a
simple optimization (r_mergeMultidraws) that netted me 2fps on tvy-bench.  I
also copied out ET-Xreal's version of R_CullLocalBox(), as the file header for
tr_main.c stated GPLv2, so I'm thinking that's still covered by that.

I somehow broke merging cluster surfaces in this version of the patch though. 
I'm looking into it.

-- 
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