Search found 402 matches

by taniwha
Tue Feb 19, 2013 3:47 am
Forum: General Discussion
Topic: Quake MOD - In The Shadows
Replies: 246
Views: 86506

Re: Quake MOD - In The Shadows

QF checks only that gfx/pop.lmp exists. It does read the first 128 bytes, but then discards them (no checks performed, not even that 128 bytes were read). The pop data array is long gone (Jan 2000, it seems).

Other than the fact it prevents unpleasant crashes, I'm inclined to think the engine ...
by taniwha
Tue Feb 19, 2013 2:50 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

Hexen? No, I haven't looked at much of anything to do with hexen (I very much want to check out the games themselves, though).

It turns out that blender won't let me specify a palette for import the way I wanted to (can't have nested file browsers), but I've already started on external palette ...
by taniwha
Mon Feb 18, 2013 5:35 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

How about an optional "palette.lmp" field in the QF mdl panel? Unspecified would use the palette in quakepal.py, but otherwise the specified file would be used as the palette source (probably just raw (like PALETTE.lmp). The only problem I foresee with this is specifying the palette on import (maybe ...
by taniwha
Mon Feb 18, 2013 4:37 am
Forum: Engine Programming
Topic: visedicts list bug
Replies: 3
Views: 3258

Re: visedicts list bug

Ok, it turns out I fixed this in QF when I made the renderer support unlimited visedicts. The support is via a linked list and entities getting added to the list more than once would cause a loop and thus hang the renderer, so I was forced to move the clearing of visedicts into the renderer (note ...
by taniwha
Mon Feb 18, 2013 1:33 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

Replacing the palette for the import and export (particularly export)? I can do something about that.
by taniwha
Mon Feb 18, 2013 1:31 am
Forum: Engine Programming
Topic: visedicts list bug
Replies: 3
Views: 3258

Re: visedicts list bug

Hmm, though I've modified QF's visedict code quite a bit, I need to check this one because all I really did was to stuff everything into the bsp tree and then queue up the entities as each node is visited when drawing the world.
by taniwha
Sun Feb 17, 2013 9:23 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

Nice :) (both the model and the feedback, thank you).
by taniwha
Sat Feb 16, 2013 4:31 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

It can be difficult for natives, too.
by taniwha
Fri Feb 15, 2013 9:27 am
Forum: Engine Programming
Topic: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled
Replies: 14
Views: 5940

Re: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled

My guess is cache usage for the code itself. ie, keep the code small and a lot of r_surf.c might fit in L1 cache.
by taniwha
Fri Feb 15, 2013 8:28 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

frag.machine wrote:Finally found a program I felt "natural" for free hand drawing.
Is that opposed to expensive hand drawing, or trapped hand drawing? ;)

Yeah, I know you meant freehand. :)

Don't you just love compound nouns? :P
by taniwha
Fri Feb 15, 2013 8:22 am
Forum: Engine Programming
Topic: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled
Replies: 14
Views: 5940

Re: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled

leileilol: Duff's device is useless when the number of iterations is fixed (which, unless I'm mistaken, it appears to be*). Odds are high that Duff's device will produce slower code for fixed iterations (depends on the compiler (aggressiveness of constant folding, common subexpression elimination ...
by taniwha
Fri Feb 15, 2013 8:16 am
Forum: Engine Programming
Topic: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled
Replies: 14
Views: 5940

Re: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled

Yeah, with vidcolormap static, the compiler knows nothing should be able to change it unexpectedly, and thus can do such optimizations.

My general rule (for other reasons, actually) is if it doesn't need to be accessible to other files, make it static (whether variable or function). Also, as a ...
by taniwha
Fri Feb 15, 2013 3:19 am
Forum: Engine Programming
Topic: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled
Replies: 14
Views: 5940

Re: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled

I'd say there's a "push" somewhere (or maybe "mov whatever,(%esp)"). However, if that is outside the loop, then it will be a gain as it removes (code) cache pressure from the loop.
by taniwha
Tue Feb 12, 2013 2:26 am
Forum: Engine Programming
Topic: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled
Replies: 14
Views: 5940

Re: R_DrawSurfaceBlock8_mip0 cleaned up and unrolled

Just a comment on unrolling: about twelve years ago, I got into an argument about loop unrolling. I insisted a certain loop should be hand unrolled, he insisted it would be faster to let gcc do it (using dead simple code like "*dst++ = *src++;"). Well, there was only one thing to do: try both and ...
by taniwha
Thu Feb 07, 2013 5:07 am
Forum: General Discussion
Topic: What are you working on?
Replies: 3884
Views: 6511196

Re: What are you working on?

leileilol: looks good!

r00k: I'd say the nipples would be missing detail (there's no way that front would cover them (properly, anyway) on that size and shape of breasts).

Damn, makes me want to try modeling her. That pic makes for great concept art.

[edit]leileilol: just want to let you know ...