Yes, I really do jump around from one thing to another like that. ;)
The big upcoming news is that the non-HLSL water warp is back and you're going to be able to change gl_subdivide_size at runtime without reloading the map. This only applies if you have HLSL switched off (r_hlsl 0 or deselect "Use Pixel Shaders" in the Video Options menu): HLSL doesn't subdivide at all.
This requires regenerating the vertexes at runtime, but it's only done if the value changes, otherwise the previously generated vertexes are used. It's quite fast to do anyway, so even if you change values as fast as you can type you won't notice any stalls.
A slightly earlier cut of it was messy and ugly, and had some onscreen glitches during the change, but I've managed to bring everything together very nicely so now we can change values really cleanly. There's still a slight shimmer while the vertexes are regenerated if you switch r_hlsl on/off, but it's no big deal and hurts nothing.
It's cool to be able to play around with the value and get a good balance between performance and quality while seeing the results immediately.
Another great outcome of this is that I've now re-integrated huge chunks of my renderer. Currently I have alias models and most brush surfaces using the exact same code for a lot of their stuff. This is really getting me to a place where I want to be and I'll be able to pull off some neat things when I do get there.
Monday, April 26, 2010
Fun with gl_subdivide_size
Posted by
mhquake
at
11:53 PM
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