[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Sun Sep 4 13:06:22 EDT 2011
https://bugzilla.icculus.org/show_bug.cgi?id=4358
--- Comment #54 from Adrian Fuhrmann <aliasng at gmail.com> 2011-09-04 13:06:18 EDT ---
Created attachment 2961
--> https://bugzilla.icculus.org/attachment.cgi?id=2961
ioquake3 vanilla renderer code wit VBO Patch + FBO post process testing stuff
ive patched the ioquake renderer and added some of the changes from
http://www.www0.org/w/Optimized_executable%3b_builds_of_ioq3_engine_for_urt
regarding post processing and FBO. This is not intend to be a patch or a full
functional update, it is a proposal to extend this patch(4358) with framebuffer
capabilities.
there are mainly two issues:
1. when running the post process effects with r_postProcess 1, and at least one
enabled effect (r_bloom, r_dof or r_fogdensity > 0 ) the 2D rendering in HUD
and console is broken. Im no render expert, so any help is appreciated.
2. the framerates are pretty low. i think this can be fixed when integrating
the FBO capabilities within the VBO logic. For now, it just runs "aside".
The main goal could be to provide a full functional render beside the original
one in an own branch of ioquakes svn source tree.
I recognized that there are a lot of atempts to improve the renderer ( ioUT,
trem12, XreaL etc ) but the most results in lack of platfom compability,
hardware issues, etc.
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