The render is now virtually feature-complete. I think the only remaining items are Sprites and Screenshots, and then we will have a direct port from OpenGL to Direct3D.
As mentioned before, I got rid of gl_modulate and intensity, and instead used a 4 x modulate blend to replicate these at their default settings. I'm not overly pleased with some of the stair-step artefacts this gives however, so I may well restore gl_modulate. Both cvars have been left hanging around anyway so that this engine can play nice with existing configs.
State change optimizations are in and - as predicted - we're at 100 FPS on the Intel.
Following this I'll need to work on video startup - right now it just assumes that you're running in an 800 x 600 window and doesn't support anything else, which was very handy for development but not good enough for Real World Use. Then I want to add in the "false fullbrights" and underwater warp, so that we're feature-compatible with Quake 1. It'll be missing the scrolling sky of course, but that's all vertex shader work rather than pixel shader, so I can live without it.
Saturday, July 4, 2009
All Pods Launched
Posted by
mhquake
at
11:51 PM
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