I've managed to get the vertex submission for MDLs down from 32 bytes per vertex to 4 bytes in common cases and 12 bytes in the worst case. Pretty neat. It remains to be seen how this behaves on ps2.0 hardware (that's for tomorrow) but it's not going to be too onerous if it doesn't; worst thing that can happen is I revert back to 32 bytes, but even if so, the advantages of the caching system will more than make up for it.
I also fixed shadows in fog while I was at it.
Coming soon to a PC near you will be an early beta release of my current code. I have yet to put it through it's paces with serious testing, but I have been doing some runs through e1 and various other maps to ensure that it at least doesn't explode when confronted with standard stuff.
Watch this space for news of dates.
Sunday, February 13, 2011
DirectQ Update - 13th February 2011 - Fun with MDLs (Part 2)
Posted by
mhquake
at
9:07 PM
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If you need testing done on PS 2.0 hardware, I can oblige. There are a couple of GeForceFX cards lying around, and a friend of mine's set to return an x800XL All in Wonder (PS 2.0b) that I lent him a while back.
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