Search found 92 matches

by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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
by ericw
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.
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...
by ericw
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 ...