Search found 92 matches
- Sat Feb 07, 2015 7:34 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 15576
Re: dual monitor gamma issues
I got fed up with hw gamma in Quakespasm - it stopped working for me on Windows recently, and lots of issues on OS X (messes up my screen dimming software) - so tried doing a glsl implementation: https://github.com/ericwa/Quakespasm/commit/b85b510e7d6bdc6cccef88196ce69e63e96094c2 It's reasonably ...
- Tue Jan 27, 2015 7:20 am
- Forum: Engine Programming
- Topic: Another SSE/x87 rendering difference (R_LightPoint)
- Replies: 4
- Views: 4498
Re: Another SSE/x87 rendering difference (R_LightPoint)
Also: Isn't what the 32-bit WinQuake does the gold standard? The 32-bit WinQuake is Quake. What I am implying is that in your previous 32 bit vs. 64 bit, the 64-bit version was acting wrong. What I am suggesting is that the behavior of the 32-bit WinQuake can't be wrong and superceding that is a ...
- Mon Jan 26, 2015 6:25 am
- Forum: Engine Programming
- Topic: Another SSE/x87 rendering difference (R_LightPoint)
- Replies: 4
- Views: 4498
Another SSE/x87 rendering difference (R_LightPoint)
Just noticed this.. in my map jam3_ericw, there's a zombie at the start of the map that's embedded partly into a wall. It gets rendered as black in some engines (winquake.exe, fitzquake085.exe, the 32-bit windows quakespasm 0.90.0).
In others, it's lit at a medium brightness (64-bit windows QS 0.90 ...
In others, it's lit at a medium brightness (64-bit windows QS 0.90 ...
- Thu Jan 15, 2015 9:20 pm
- Forum: Engine Programming
- Topic: "anorms.h", "anorms_dots.h"
- Replies: 5
- Views: 2341
Re: "anorms.h", "anorms_dots.h"
Yeah, I looked in to these for doing the glsl mdl renderer for QS (not yet merged in, but here )
"anorms.h":
- if they didn't care about the size of mdl files, each vertex in the mdl could just have a float[3] vector to store the vertex normal. So the idea of anorms.h is, each vertex can only have ...
"anorms.h":
- if they didn't care about the size of mdl files, each vertex in the mdl could just have a float[3] vector to store the vertex normal. So the idea of anorms.h is, each vertex can only have ...
- Wed Dec 17, 2014 11:01 pm
- Forum: OpenGL Programming
- Topic: help with a AMD/ATI performance (Quakespasm GLSL mdl patch)
- Replies: 3
- Views: 11914
Re: help with a AMD/ATI performance (Quakespasm GLSL mdl pat
Thanks for the ideas so far!
I figured using generic attributes for everything and letting the driver pick the attribute indices would be foolproof, but it sounds like not using attribute 0 could be my problem.
Also there are some interesting details in this stackoverflow answer:
http ...
I figured using generic attributes for everything and letting the driver pick the attribute indices would be foolproof, but it sounds like not using attribute 0 could be my problem.
Also there are some interesting details in this stackoverflow answer:
http ...
- Wed Dec 17, 2014 7:39 pm
- Forum: OpenGL Programming
- Topic: help with a AMD/ATI performance (Quakespasm GLSL mdl patch)
- Replies: 3
- Views: 11914
help with a AMD/ATI performance (Quakespasm GLSL mdl patch)
Hi, a while ago I was working on a patch for QuakeSpasm to speed up mdl rendering on glsl-capable hardware (lerping between frames done in glsl, one draw call per mdl, all mdl data in a static vbo). It works really well on my main system (nvidia 650gt); for maps like jam3_tronyn (with 120k epolys ...
- Mon Dec 15, 2014 8:58 am
- Forum: Mapping
- Topic: Quake .map format versus .Map 220 format
- Replies: 25
- Views: 34607
Re: Quake .map format versus .Map 220 format
I just had a need to convert a valve 220 map to vanilla quake. Tried a couple of converters (MapConv.exe, MapConverter.exe, TrenchBroom 1.1, Quark 6.6 beta 4). Quark produced the best output (looks flawless), the others had misaligned textures in places or failed entirely. So, if anyone else needs ...
- Fri Dec 12, 2014 7:28 pm
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 15396
Re: R U B I C O N R U M B L E P A C K
I meant to do this earlier, but here's an overview of changes from Quakespasm related to RRP:
(edit: added protocol 666 and lightmaps)
Required:
Protocol 666 (or equivalent high-limit protocol)
MAX_LIGHTMAPS >= 255, for 128x128 lightmap pages.
Basic BSP2 support (i.e. able to run Something ...
(edit: added protocol 666 and lightmaps)
Required:
Protocol 666 (or equivalent high-limit protocol)
MAX_LIGHTMAPS >= 255, for 128x128 lightmap pages.
Basic BSP2 support (i.e. able to run Something ...
- Tue Nov 18, 2014 7:03 pm
- Forum: Mapping
- Topic: The TrenchBroom Level Editor for Quake
- Replies: 143
- Views: 198557
Re: The TrenchBroom Level Editor for Quake
yep, either download the zip after selecting the branch in the github web ui, or
Code: Select all
git clone https://github.com/kduske/TrenchBroom.git
cd TrenchBroom
git checkout NewArchitecture
- Wed Nov 12, 2014 9:11 pm
- Forum: General Programming
- Topic: VisualStudio Community Edition
- Replies: 8
- Views: 15253
VisualStudio Community Edition
There's a new VS Community Edition out at: http://www.visualstudio.com/
This is awesome news IMO - it has the profiler, static analysis, and plugin support that were previously only in the expensive editions or in time-limited trials.
This is awesome news IMO - it has the profiler, static analysis, and plugin support that were previously only in the expensive editions or in time-limited trials.
- Tue Nov 11, 2014 8:56 pm
- Forum: Engine Programming
- Topic: Minimum CPU while hitting target FPS
- Replies: 4
- Views: 2315
Re: Minimum CPU while hitting target FPS
For 1) SwapBuffers is that it is a wasteful and essentially a while loop, It's not a spinloop on OS X (just tried quakespasm with vsync on, in e1m1, the app shows up in Activity Monitor as using 6% cpu, and Instruments shows most of the execution time is spent in the SDL SwapBuffers call.) I'd be ...
- Thu Nov 06, 2014 8:19 pm
- Forum: Engine Programming
- Topic: Batching Verts?
- Replies: 15
- Views: 5917
Re: Batching Verts?
Hey Baker,
2. Let's say I want to batch up the verts for a .bsp
--- Ideally, I would do this per vis leaf --- except that isn't practical because there can be incredible numbers of vis leafs.
--- I sure don't want to render the whole thing.
--- is there any intelligent way to handle the .bsp or ...
2. Let's say I want to batch up the verts for a .bsp
--- Ideally, I would do this per vis leaf --- except that isn't practical because there can be incredible numbers of vis leafs.
--- I sure don't want to render the whole thing.
--- is there any intelligent way to handle the .bsp or ...
- Mon Sep 29, 2014 12:12 am
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 15396
Re: R U B I C O N R U M B L E P A C K
Well I went ahead and put in the trivial-accept fix into Quakespasm. It's just a one-line change, in SV_WriteEntitiesToClient():
for (i=0 ; i < ent->num_leafs ; i++)
if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) ))
break;
+
+ // ericw -- added ent->num_leafs < MAX_ENT_LEAFS ...
for (i=0 ; i < ent->num_leafs ; i++)
if (pvs[ent->leafnums[i] >> 3] & (1 << (ent->leafnums[i]&7) ))
break;
+
+ // ericw -- added ent->num_leafs < MAX_ENT_LEAFS ...
- Tue Sep 16, 2014 4:49 am
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 15396
Re: R U B I C O N R U M B L E P A C K
Ah, I remember reading that somewhere, Spike - yes, sounds like the most appealing approach to me. Thanks for the note MH. I guess dynamically allocating the leafs array would stop any flickering entities, but have the problem that weirdo entities, like the rotator touching many 10s of thousands of ...
- Tue Sep 16, 2014 2:03 am
- Forum: General Discussion
- Topic: R U B I C O N R U M B L E P A C K
- Replies: 23
- Views: 15396
Re: R U B I C O N R U M B L E P A C K
Baker, yeah, I doubled MAX_ENT_LEAFS in Quakespasm to help with that and other cases as well: an elevator in fort_driant-fullvis.bsp, and a grate (func_door) in jam1_ionous.bsp. There's still a rotating decoration in RRP's start.bsp - the blue pipe thing on the second floor - that is visible from ...