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InsideQC Forums • View topic - Revelation Test

Revelation Test

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Re: Revelation Test

Postby revelator » Fri Aug 08, 2014 1:25 pm

Well heh im not that good but thanks :) just picked up some stuff from the many years on the scene, mostly due to people like MH and lord havoc who also helped me in the right direction when i got stuck.
Reminds me that it must be close to my 15 or 16 year anniversary on the quake scene (damn im getting old :P).

Image

R200 renderer on my R9 270x card above :) works great but shadows are non shader based on the R200 still they work well.

Motorsep is welcome to pitch in if he feels like it, all help is welcome ;) patches to.
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Re: Revelation Test

Postby revelator » Mon Aug 11, 2014 2:03 am

I kinda like BFG's rendermatrix compared to vanillas old school code but porting it is something that is going to take a while and it will probably only work with the arb2 path and glsl.
Seems like carmack got some inspiration from darkplaces on that one even hehe.

Slowly adding stuff and keeping track if it breaks things, so far a good deal of BFG's entity sorting algorithms have made it into revelation and seem to work allright.
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Re: Revelation Test

Postby toneddu2000 » Mon Aug 11, 2014 9:34 am

- my first commercial game, made with FTEQW game engine
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Re: Revelation Test

Postby revelator » Wed Aug 13, 2014 7:33 pm

Not using the SSE code from BFG as it seems to make vanilla even slower than before, not sure why though :S.
maybe related to changes in idlib (now uses templates for allmost anything).

changed the old glColor3f / glColor4f / glColor3ub and glColor4ub to use a C++ wrapper function. GL_Color can now handle all these types by itself.
reverted SSE code.
clamped glColor calls to min 0 max 1 for floats or min 0 and max 255 for byte.
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Re: Revelation Test

Postby nbohr1more » Thu Aug 14, 2014 2:39 am

You are a freaking machine!!!! :) That last commit had too many changes to render properly at Github. :D
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Re: Revelation Test

Postby revelator » Thu Aug 14, 2014 9:07 am

Hehe yeah been busy :) but the main reason the commits sometimes get so large is that msvc insists on formatting my sources itself, needless to say it does a rather awfull job at it especially with the inline assembler calls :S so i have to run astyle continously to get it back to a readable format allbeit i have to format some stuff by hand also urgh.
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Re: Revelation Test

Postby nbohr1more » Thu Aug 14, 2014 9:48 pm

Hey, do think "antiportals" would be a beneficial addition?

Eg. Invisible brush volumes that tell the renderer "do not render anything behind me when in view".

http://udn.epicgames.com/Two/LevelOptim ... rtals.html

I suppose func_portals serve this same purpose but have more overhead (not as low level).

(an old Doom 3 mapper complaining that antiportals don't exist in Doom 3: http://www.celephais.net/board/view_thr ... &end=13850 )
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Re: Revelation Test

Postby revelator » Thu Aug 14, 2014 9:52 pm

That might work :) ill check it out.
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Re: Revelation Test

Postby revelator » Thu Aug 14, 2014 9:54 pm

Hmm an idea i fiddled a bit with myself is using dmap's occluder but its very very very slow :S
Last edited by revelator on Fri Aug 15, 2014 7:33 am, edited 1 time in total.
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Re: Revelation Test

Postby revelator » Fri Aug 15, 2014 7:30 am

Image

does this look grimm :P

kinda looking forward to the full version this mod is a ton of fun (hard but still).
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Re: Revelation Test

Postby revelator » Fri Aug 15, 2014 8:52 pm

Can check out the source its pretty stable now :) had to cut back on the lightdpethbounds checking because it did awfull things to the shadows also a lot more clean now.
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Re: Revelation Test

Postby revelator » Sat Aug 16, 2014 6:14 am

Hmm seems i uncovered a bug in vanilla's depthbuffer code :shock:
checked BFG's version and it calls the projection matrix on the depthbuffer vanilla does not so i tried yanking it in and the weird bug i had with
ghostly depthbuffer images in the shadow volumes have now gone extinct.

I also changed the solution names from DoomDLL to Revelation same with props.

reverted the smartflt resampler to the old one, the smartflt version makes some surfaces look blocky which was imho nasty to look at.
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Re: Revelation Test

Postby revelator » Sat Aug 16, 2014 11:46 am

If anyone would be willing to lend a hand i still need to fix sikkmod for ressurection of evil.
I fixed most bugs like unreachable paths etc, but there are a number of places where sikkpin used functions to compare certain conditions where he should have used strcmp instead.
And a few other things also need looking at.
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Re: Revelation Test

Postby revelator » Sun Aug 17, 2014 7:16 pm

Small helper for those who might wish to help porting the MFC tools to WxWidgets.



This is a small macro for visual studio that you can run on the MFC sources and it will convert a good bit of them to WxWidgets.
You will still have to fix logic etc but its a nice start :).
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Re: Revelation Test

Postby nbohr1more » Sun Aug 17, 2014 10:36 pm

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