[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is obsolete| |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.
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