by mh » Mon Mar 05, 2012 5:52 pm
I've been looking over the software Quake source and it seems that further work is needed for this.
As I understand it, the basic loop goes something like this:
- Identify which entities get drawn
- Mark lights in the world
- Mark lights for entities
- Build surface caches for the world
- Build surface caches for entities
- Draw the lot
The problem here is that the "transformed" member will go out of step - it's necessary to retransform again during the surface cache building stages, for both entities and for the world.