[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 16:01:28 EDT 2011


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

Kuehnhammer Tobias <kuehnhammertobias at gmx.at> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |kuehnhammertobias at gmx.at

--- Comment #44 from Kuehnhammer Tobias <kuehnhammertobias at gmx.at> 2011-08-01 16:01:25 EDT ---
Hi,

I have no experience with rendering I only know the idtech3 AI by heart so 
maybe my question is a bit silly! I applied the patches from 1-18 of the 
patches by "use.less01" from the very first time. The work "use.less01" did is 
so fantastic it even outperforms "Xreal" on some maps (tvy_bench, mxl_school, 
ET and even on "ET/tce" maps). The patches always applied without problems.
There are only a few small bugs (r_flares 1 while shooting...) 
Now when I follow your (professional) discussion I wonder what is wrong with 
one render path? I ask because I have always been interested in GPU 
programming but I doesn't have the skills!

However, After 10 years during completely reworking the botai I realized that 
it was a good decision to always stay with one (AI) path!
What is the difference here?

So my question is:


Why do ioquake3 need a modular rendering system, seperated dll's or more than 
one render path at all! 

Who will ever need the default (current) render path? If the patch is applied 
there is only one path, with no errors and it compiles without problems!

So why is it not good to make this "use.less01" render path the default one?


"use.less01" this is the most impressive work I have ever seen! Keep on going!

I hope someone can give me an answer! Thanks!

-- 
Configure bugmail: https://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