Monday, June 14, 2010

More Updates

Cubemapped skyboxes! As you can see there's still some work left in adjusting the texture orientations to match those expected by a D3D cubemap, but otherwise the thing is working fine.



The major advantage of this is that I can now use the raw geometry from the BSP for rendering the skybox, so I don't need an initial depth-only pass, I don't need the heavy skybox clipping functions, I completely avoid the overdraw associated with the old way, and I get a rather good saving on fillrate and state changes.

I've also added "sky" and "skybox" alternatives for the "loadsky" command for consistency with other engines. They all work the exact same way of course, so there's no reason to prefer one over the other aside from using what you're used to.

One new usability improvement has gone in. Previously if you used the "game" command it always launched the menu, irrespective of whether or not you changed game from the menu or from the console. Now it only launches the menu if you changed from the menu; changing from the console will leave you at the console. I assume that since you were at the console that's where you want to be.

1 comments:

Pottenham said...

Strange...I could swear that i tested Marcher Fortress with 1.8.4 but i can´t remember that the sky was looking anything like that Screenshot.