Today I've been back at RMQ as some bugs and issues came up which needed addressing. It's kinda schizophrenic but let's see how things go.
One was a crash bug when an MDL doesn't have a valid skin set, which actually did happen (by design) in one of negke's speedmaps.
Another was a cleanout and restoration of sanity to some FRIK_FILE stuff. RMQ is retaining the old handles-based filesystem, so this just amounted to adding Sys_FileOpenAppend and tidying up some functions a little.
The third was an upgrade of shaders used by the engine to full OpenGL 2.0 spec. Previously I had used the old GL_ARB_shader_objects extension, but there was some trouble on certain cards. I've decided for reasons of stability that if shaders are going to be used at all they should be used properly. If nothing else, GL_ARB_shader_objects is an old extension that has long since been superseded, and may lack proper compatibility and/or stability with certain hardware. Things just feel more solid and reliable this way.
If your 3D card doesn't support OpenGL 2.0 there is still a non-shader path, of course. GeForce FX users note: these cards will be forced to the non-shader path owing to their very poor performance with shaders (especially high-precision floats which are needed by the liquid shader).
Monday, January 17, 2011
...And back to RMQ!
Posted by
mhquake
at
9:39 PM
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