small tut here http://kickingdragon.com/2006/07/25/ope ... -tutorial/
which shows just how
Not exactly related to quake but VBO's
http://www.songho.ca/opengl/gl_vbo.html
i didnt know what it was so i looked. apparently there's PBO as well ?
i didnt know what it was so i looked. apparently there's PBO as well ?
thats one thing i actually had going through the ol bean.
mh used player position to calculate the vert data for bumpmapping
cutting calculations down to allmost nothing
that same code could probably be used for shadowmapping
also i had sortof a wild idea based on some code mh made for parsing the color out of textures to create underwater fog.
imagine this instead of using those colors for fog we use them for light ?!?
mh used player position to calculate the vert data for bumpmapping
cutting calculations down to allmost nothing
that same code could probably be used for shadowmapping
also i had sortof a wild idea based on some code mh made for parsing the color out of textures to create underwater fog.
imagine this instead of using those colors for fog we use them for light ?!?
DirectQ uses VBOs (the D3D equivalent) for everything and RMQ makes extensive use of VBOs too. RMQ also used PBOs for lightmap updates for a long time, but I ended up removing the code as it was adding an extra layer of complexity for what amounted to zero performance gain.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for