Some bug fixing in RMQ. Once again OpenGL vertex buffers are a total pain; I much prefer the D3D approach where it either works or it doesn't, and if it doesn't work it explodes in your face. At least you know where you stand with that, and don't need to spend time tracking down mysterious nonsense.
For now RMQ will be running without vertex buffers. I'll probably go back and fix it sometime, but the priority is correct operation. Performance-wise there's not much in the difference, but it'll most likely fall a little on particles and scenes where there's heavy use of MDLs.
I'll probably put a pre-release of the engine out sometime within the next week so that people can bash at it and try to uncover more bugs and the like.
For giggles I took some time out to hack coloured lighting (and LIT file support) into Bengt Jardrup's light tool. This took maybe an hour or so to get the basics done, and another hour of testing and bug fixing, so it's quite experimental at the moment.
I also multi-threaded it properly, and did some 8-thread test runs; very fast, even at -extra4.
Right now the code is Windows only; it would be really great if this could be ported and brought up to date with any fixes or changes made by others. I can't really do that myself as I'm Linux-less again for the moment, and also am quite rusty on the tools side of things. Maybe the fact that it exists will be enough to encourage someone else?
I'll likely release this one soon-ish (within a day or so).
Tuesday, November 2, 2010
Updates for Tuesday 2nd November 2010
Posted by
mhquake
at
11:40 PM
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1 comments:
Woot! I'll try that one out for sure! And the RMQ engine as well ;)
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