Go get it.
This is a milestone release as it's the engine which I developed over 90% of the wrapper on, so I've got a nice warm glow inside from getting it out.
In the end I decided not to bother with either scissor test or r_oldwater 0 mode. I did however spot some major optimization potential in liquid surface subdivision (which should be able to be carried forward to GL FitzQuake) so that's something new for you. Basically what this means is that water surfaces will tesselate much less for a given value of gl_subdivide_size, but retain much the same quality.
The next release will be DirectRook (QRack). This is already mostly done, but there is quite a bit of work in bringing on the remaining items (I may even need to drop some QRack features, but I'd prefer not to - we'll see).
Following that I'm going to consider my work largely complete. I've had a look at the DarkPlaces code, and while a DirectHavoc is certainly possible, creating one would require considerable disruption of it's OpenGL setup code. To my mind that really defeats the purpose of creating this wrapper in the first place. I might do it sometime just as an exercise (everyone really should read more of LordHavoc's code) but I make no guarantees.
I'll probably also release updated versions of the wrapper from time to time, but nowhere near as regular as now.
Saturday, December 19, 2009
DirectFitz is Released!
Posted by
mhquake
at
2:59 PM
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1 comments:
Just tried a really quick run-through of this, and noticed some things that seemed broken:
- gl_texturemode changes don't seem to have any effect
- gl_subdivide_size changes don't seem to have any effect. I read your comment about optimizing that code, did you remove cvar input entirely?
- there's something kind of funny about the colors overall, for one thing they seem like a lower bit depth, even with a 32bpp video mode. They also seem more saturated, which may be a result of the lower bpp... Are the textures always loaded as 16-bit or something?
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