Fullbrights on world surfaces have just gone in. It's all shader based, which gives simpler setup and faster code.
I had played with the notion of adding a cvar to toggle fullbrights on or off, but I eventually removed it. It was a nice enough idea in principle, but ultimately fullbrights were in software Quake, meaning that they're a fundamental engine feature that you don't mess with.
Some small optimizations in the particle system have been very beneficial; got about 5-6 extra FPS from them. Not rendering and discarding particles when they hit a solid leaf is the name of the game.
Sprite code is starting to have an effect elsewhere now, it's messing with the render states a bit. Perhaps something in the 2D code also? I dunno to be honest, but it's looking as though I'm not restoring state properly somewhere. I'll get there.
Bumped MAX_MAP_LEAFS to 32767 on the basis that each node has 2 children, one of which could potentially be a leaf. Very very unlikely, but it's nice to round off this part of things properly. It can't go any higher as more than 32767 nodes requires a BSP format change.
Significant current engine limits look something like this:
Edicts | 8192 |
Entities | 8192 |
Heapsize | Unlimited |
Known Models | 8192 |
Lightmaps | Unlimited |
Particles | Unlimited |
Static Entities | Unlimited |
Textures | Unlimited |
Visible Edicts | 8192 |
Crazy-assed modders rejoice! I've enabled liquid surfs on instanced brush models, so you can now put your lava textures on ammo boxes. I'm refusing to enable sky surfs on them for the moment though...
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