[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Mon Aug 1 11:52:51 EDT 2011


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

--- Comment #42 from Thilo Schulz <arny at ats.s.bawue.de> 2011-08-01 11:52:48 EDT ---
(In reply to comment #41)
> I'm good with this idea, but it might take a while to do.  Most of the new
> renderer still uses the original code, just with a few modifications here and
> there.  Reusing code in the old renderer folder would either require adding a
> ton of #define's there or renaming and refactoring a lot of code in the new
> renderer folder.

Yeah, I'm not entirely sure how viable this route is at all, because I don't
really know the code behind this.
Maybe it would make more sense to have three directories:

renderer_common  <-- code in use by both renderergl1 and renderergl2
renderer <-- code exclusively in use for old renderer
renderergl2 <-- your code

> Right now I'd be in favor of simply putting in the modular renderer patch,
> perhaps after figuring out some fix to the issue I mentioned above, and
> worrying about this patch once I finish separating it out into another folder
> and refactoring it.  It doesn't need to live in the ioquake3 svn just yet.

Agreed, the modular renderer has been implemented. As to your problem: At
present I think it's sufficient to just bail out with an error message if the
new generation renderer does not work. The user would have to make a conscious
effort to switch the renderer by setting cl_renderer and can reset it if it
doesn't work out. Yes, it would be nice to implement some kind of fallback
behaviour, but I don't see that as hugely problematic, it can always be added
later.

I am pretty excited about this and judging from some first impressions you did
a great job. I'd really like to see this in ioq3

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