Yeah, I think we're speaking on different terms here because the brush geometry in Doom 3 is poorly batched unless done by the mapper (proper func_static setups, etc ) We've got game code that automates some of that process but it could be made more efficient by tighter integration into the ...
Yeah, that doesn't quite line-up with how it's explained at iddev.net
Step 1: Renders all solid (non-translucent) geometry in black. If a stage has an alpha test, then it gets rendered with the alpha test enabled. This is to fill the depth buffer so early z can prevent expensive shader ops later ...
Excuse me if I'm bringing in some nonsense but I went looking at the depth buffer code again to how it related to overdraw and noticed that the loop sorta looks like:
For each light Get view fill depth buffer allocate vertex clear depth buffer paint light paint non-lit surfaces paint post-process ...
Yeah, he stated on D3W shortly after the GPL release, that he already tried to do this but found the GPU memory needed was
too high to make it practical. It seems he's trying again...
If someone is skilled with MFC code i could use a hand fixing up radiant + tools. The PDA editor needs to be finished and there are a number of things in the other editors that need fixing.
Have you pinged Greebo, Taaaki, Orbweaver, or Grayman over at The Dark Mod forums?