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InsideQC Forums • View topic - Extending Quake Limits - Part 3: Alias Models

Extending Quake Limits - Part 3: Alias Models

Post tutorials on how to do certain tasks within game or engine code here.

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Postby revelator » Fri May 20, 2011 9:42 pm

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Postby mankrip » Sat May 21, 2011 1:57 am

The software renderer has limits hard-coded into the x86 ASM code. I've tried to extend the limit of vertexes in it once, but since I know pretty much nothing about x86 ASM I've got a lot of weird errors.
Ph'nglui mglw'nafh mankrip Hell's end wgah'nagl fhtagn.
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Re: Extending Quake Limits - Part 3: Alias Models

Postby mh » Wed Jan 11, 2012 12:34 am

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Re: Extending Quake Limits - Part 3: Alias Models

Postby revelator » Mon Jul 15, 2019 5:50 pm

Long time past i last toyed with this, but there is a small bug id like to report.
Torch models go ballistic with this code (basically they dissapear), so in retrospect since last time i used it it was on a
modified tochris source, i made sure it was not due to any of my tinkering by applaying the code to an unmodified quake source and it still does it :oops:
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