Saturday, July 4, 2009

Alias Models are DONE



This is the full Quake II Alias Model render, including shells, shadows, left-handedness and all the other stuff. It was incredibly pleasurable to write, and took about 2 hours to port from OpenGL.

Just a quick word about the porting process. I'm pretty much replicating the way I did it with DirectQ, as in I've commented out all the GL calls and then have been gradually replacing them with the D3D equivalents. No optimization is being done at this stage, so there are redundant state and texture changes everywhere. That's going to be left till the very end, and will have a similar state change filtering system to DirectQ.

I'm going to do particles next, then probably launch into finishing off the world (i.e. lightmaps). I'm not really looking forward to the latter owing to the sheer volume of cruddy code that needs to be cleaned up - before I even begin! I might yet chicken out of it and do some other things before it.

There is one change to the render I do want to make, which is that I want to add in some "false fullbrights". Remember that a major objective of this port is to get a fixed path render that will be usable in DirectQ. In order to achieve that I need fullbrights. However, I'll probably make these optional, as I'm feeling that I am going to release this.

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