Forum

fhdoom

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: fhdoom

Postby frag.machine » Wed Jan 24, 2018 11:05 am

Offtopic: the previous post keeps appearing to me as "unread" even after I read it. Don't know if this is a sign of a bigger problem with our forums but may be worth to check out.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
User avatar
frag.machine
 
Posts: 2069
Joined: Sat Nov 25, 2006 1:49 pm

Re: fhdoom

Postby revelator » Sat Jan 27, 2018 9:25 pm

yeah something fishy also happened the other day when replying to the last post in this thread, it just dissapered after i pressed submit, but the post counter says i posted it wtf.
Productivity is a state of mind.
User avatar
revelator
 
Posts: 2532
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Re: fhdoom

Postby revelator » Thu Aug 30, 2018 9:16 am

Btw something me and others seemed to have gotten wrong is the use of glVertexAttribPointer and wether it is possible to replace fixed function vertex operations such as glVertexPointer with them. If the function in question does not use a shader then no you cannot use glVertexAttribPointers you will have to use the old glVertexPointer glTexcoordPointer etc.
The docs on it are pretty scarce so it took me a while to find this out myself, in Doom3 the only way forward would be GLSL like fhDoom now uses cause even though the old ARB shaders
support most of the functions we are lacking attribs for, the code would be rather massive as compared to doing it with modern shaders.
Productivity is a state of mind.
User avatar
revelator
 
Posts: 2532
Joined: Thu Jan 24, 2008 12:04 pm
Location: inside tha debugger

Previous

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest