This is a bit of a milestone; the basic GLQuake functionality is now in some ramshackle form of completion and I can play games and run most maps with everything visible on screen and correctly setup.
There is still a way to go. Water/Lava/Slime/Teleports are currently only supported via the HLSL path, so I need to implement surface subdivision and the non-HLSL path. Quite a lot of DirectQ 1.7 features are still missing: underwater warps, shadows and variable lightmap intensities (for different values of r_overbright) spring to mind most immediately.
Before I tackle those there are some performance issues I need to address. I've come across scenes in some maps where framerates drop into the 20s, and this is unacceptable. Switching r_drawentities to 0 resolves it all. Water is also quite slow (by comparison) right now (I just shoved in surfaces without being bothered about ordering), and state changes in the alpha sort path can be a little overwhelming. There are definite fixes for these which I am aware of, but which I had been hoping to put off until at least the following release.
Unfortunately they have become a problem right now, so hey ho, here we go.
Sunday, January 3, 2010
Basic GLQuake functionality is DONE!
Posted by
mhquake
at
8:54 PM
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