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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Jul 19 02:57:41 EDT 2011


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

use.less01 at gmail.com changed:

           What    |Removed                     |Added
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   Attachment #2781|0                           |1
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--- Comment #37 from use.less01 at gmail.com 2011-07-19 02:57:36 EDT ---
Created attachment 2854
  --> https://bugzilla.icculus.org/attachment.cgi?id=2854
V18 of VBO/GLSL patch

v18.

Lots of changes in this one.

- Optimized alphagen/colorgen in the glsl shaders.  The fast lighting path now
supports all original alphagen/colorgen settings besides CGEN_LIGHTING_DIFFUSE,
AGEN_LIGHTING_SPECULAR, and AGEN_PORTAL.
- changed r_dlightShadows to r_dlightMode.  0 is default, with quake3-style
dlights.  1 is per-pixel dlights, and 2 is per-pixel dlights with cubemap
shadows.
- added code to automatically load normal and specular textures, by adding
"_normal" and "_specular" before the file extension.  Haven't tested this,
though.
- updated the fat lightmap code to upload the fat lightmap one normal
lightmap-sized chunk at a time, to avoid allocating a huge chunk of memory
during load.
- added an experimental diffuse and specular ambient light to the lightall
shader.  This is tied to r_normalAmbient, where any value above zero will split
the lightmap values into that much ambient and the rest directed light.  Set to
0 by default, deactivating the whole thing.
- fixed a bug where shaders associated with vertex animated models weren't
always vertex animated, leaving odd trails.
- fixed a division-by-zero in the specular portion of the lightall shader,
which caused weird highlights and darkness.

And probably some other stuff I can't recall.

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