gl_fullbrights 0 mode has been removed, at least until I find an acceptable solution. The options were:
- Make it available in the HLSL path only.
- Keep the original texture data in memory and recreate the textures if the mode changes.
- Recreate the textures from disk if the mode changes.
- Load a second copy of the affected textures for use with gl_fullbrights 0 mode.
- Rewrite the renderer.
I may yet decide to go with the second copy of the main texture; it only applies when native (low resolution 8-bit) textures that contain fullbright colours are loaded, so it's not going to be much video RAM overhead - a Voodoo 1 would probably even cope with it. Plus it's more elegant in operation as I can set the correct texture to use during setup instead of at render time, as well as provide a gl_fullbrights 2 mode which over-saturates the colours in a manner that people may be more accustomed to from some other engines.
Unless there are any major objections that seems to be the solution of choice.
The current build went out for beta testing to some people today and I've already got some useful feedback and bug reports in. Pretty much all major remaining changes are purely cosmetic in nature, so we're into the settling down and stress-testing phase.
Longer term plans for 1.9 are also forming. A certain amount of what I had intended that version to be actually ended up making it into this version, but there are still a few other things that were in my original plans that I still need to do with it. As things develop you'll be the first to know, but let's get this one out the door before that.
Till next time.
0 comments:
Post a Comment