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

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Wed Mar 30 10:17:53 EDT 2011


Fabio <fabio.ped at libero.it> changed:

           What    |Removed                     |Added
                 CC|                            |fabio.ped at libero.it

use.less01 at gmail.com changed:

           What    |Removed                     |Added
   Attachment #2586|0                           |1
        is obsolete|                            |

--- Comment #24 from Fabio <fabio.ped at libero.it> 2011-02-21 05:09:32 EST ---
What are the known advantages/disadvantages of the latest patch compared to the
"bumpy" renderer of Urban Terror (and possibly other implementations)?

--- Comment #25 from use.less01 at gmail.com 2011-03-30 10:17:42 EDT ---
Created attachment 2647
  --> https://bugzilla.icculus.org/attachment.cgi?id=2647
Version 12 of VBO and GLSL code from xreal, w/ changes

Version 12.

No big speed increases in this version, but a lot of under-the-hood changes. 
All the warnings I could see have been silenced, and the glsl shader code has
been generalized, allowing for the addition of additional shaders besides the
default generic one.  This patch includes four such shaders for specific
drawing tasks: lightmapped, fog, dlight, and textureonly.  The lightmapped
shader is activated with r_ignoreFastPath 0, as it implements part of that path
in the old renderer.  As well, r_speeds 7 has been set to show the number of
times each shader is used, as well as the number of glsl shader binds per

Also, to respond to Fabio, the only real advantage to the bumpy renderer that I
can think of is the fact that this patch doesn't require any more work to apply
to current ioquake3.  I haven't messed with the bumpy renderer, so I've no idea
how this patch compares.  Any comparisons will probably be irrelevant once a
proper modular rendering system patch is agreed upon, though.

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