Sunday, July 5, 2009

Establish Communications, Priority Alpha

The Quake II render is now complete. No screenshot, as the previous one was 95% there and the remaining items were stuff like sprites, gl_flashblend 1 mode, the null model and so on. Trust me, you wouldn't see any difference.

I did say nothing new was going in, but the following did make it:

  • Underwater warping.
  • Z-Fail Sky Box.
  • scr_consize adjustable 2D render scale.
  • Removal of functionality of "intensity" cvar.
  • Removal of functionality of "gl_picmip" cvar.
  • Compressed textures.
The next steps are to implement some proper video startup (and handling of lost devices), bugfix why my conchars are sampling down (despite not being mipmapped), do the "false fullbrights" and find a better way of doing water warping.

This poses an interesting problem for DirectQ. I've satisfied myself that not only is it possible to replicate the render using the fixed pipeline, but that speeds should be comparable. What I'm now thinking is that I'm going start transitioning DirectQ back to the fixed pipeline. The main reason for me to go HLSL in the first place was to do water warping, but if I can resolve that item then the reason is gone.

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