[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Sun Aug 7 22:44:17 EDT 2011
https://bugzilla.icculus.org/show_bug.cgi?id=4358
James Canete <use.less01 at gmail.com> changed:
What |Removed |Added
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Attachment #2854|0 |1
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--- Comment #45 from James Canete <use.less01 at gmail.com> 2011-08-02 21:04:47 EDT ---
Created attachment 2886
--> https://bugzilla.icculus.org/attachment.cgi?id=2886
V19 of VBO/GLSL patch
v19.
This'll probably be the last version of the patch before I refactor it to work
better with the modular renderer code that's in svn. Patching the source and
compiling it with this version should result in a renderer dll you can swap in
with a default executable compile, though.
The big changes in this one are alternate shading algorithms. Setting
r_normalMapping to 2 turns on (expensive) Oren-Nayar diffuse, which is then
adjustable by adding "diffuseRoughness <value>" to the diffuse stage in a
shader. Likewise, r_specularMapping has three settings. 1 is the standard,
TriAce specular, 2 is the plain, fast Blinn, and 3 is the slow, expensive
Cook-Torrance.
There are also a couple of bug fixes which I can't recall specifically.
--- Comment #46 from James Canete <use.less01 at gmail.com> 2011-08-07 22:44:14 EDT ---
So I spent a few days trying the #ifdef path with this patch, but in the
meantime gimhael's renderer patch (#5160) was submitted, and that makes me
think I shouldn't be messing with the original renderer directory at all, and
that separate directories is the way to go.
It makes me think there are probably a lot of large renderer patches out there,
and messing around with the original renderer defeats the purpose of
modularizing the renderer in the first place. There might be a lot of
duplicated code, but I think it's better to keep the original renderer pure of
any modifications that are specific to another, specific renderer.
Maintenance of the duplicate code might be a problem, but I'm thinking that
development with the old renderer will likely slow anyway, with new features
migrating out into new renderers.
As well, a clean break will be good for me, as I can completely rearrange the
new renderer code as I see fit, without worrying too much about the patch
footprint.
So I'm going to start rewriting the patch with these in mind.
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