Search found 2292 matches

by mh
Wed Nov 04, 2015 7:51 pm
Forum: OpenGL Programming
Topic: Intel, win10, glsl
Replies: 7
Views: 4465

Re: Intel, win10, glsl

https://www.opengl.org/wiki/Get_Context ... L_versions

Seems to require GL 4.3 minimum, you may require a driver update (not sure if the HD4000 suppots 4.3, may be 4.1 only).
by mh
Wed Nov 04, 2015 7:34 pm
Forum: Programming Tutorials
Topic: Compatibility Benchmark Mods
Replies: 45
Views: 23504

Re: Compatibility Benchmark Mods

"progs/bolt.mdl", "progs/bolt2.mdl", "progs/bolt3.mdl" and "progs/beam.mdl" are loaded on-demand in CL_ParseTEnt. With hindsight the "single big VBO for all MDLs" approach is a bad architectural choice for the Quake engine.
by mh
Wed Jul 29, 2015 11:09 pm
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 7785

Re: Define Most Annoying Task?

I just open in Wordpad (I keep a shortcut to it in my SendTo menu) then save back; handles the job fine. Strictly speaking VS 2008 should be able to detect this and handle it properly. It does it for .sln files OK, and does it for actual source files too, so it's probably a VS bug that it can't do i...
by mh
Tue Jul 28, 2015 7:52 pm
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 7785

Re: Define Most Annoying Task?

In fairness that is totally understandable.

I have no idea what I did to realise it was just line-endings; it happened years ago, and while I've been aware of it for a long time, it never actually registered with me that others might not be.
by mh
Tue Jul 28, 2015 12:47 pm
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 7785

Re: Define Most Annoying Task?

This error?

Image

In theory that's probably the best that the error message can be, owing to the internal format of .dsp and .dsw files where line-endings are actually important.
by mh
Tue Jul 28, 2015 11:23 am
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 7785

Re: Define Most Annoying Task?

On github if you use the "Download Zip" link:

Image

You'll get Unix line-endings, at least from the id software stuff.
by mh
Tue Jul 28, 2015 7:49 am
Forum: Engine Programming
Topic: Define Most Annoying Task?
Replies: 27
Views: 7785

Re: Define Most Annoying Task?

What's mildly funny is that - if you downloaded the Q2 sources from github - it's probably just a text-parsing problem. Because the files on github have Unix line-endings, which VS 2008 is generally OK with, with the exception of the project files, which it will choke on.
by mh
Mon Jul 20, 2015 7:43 pm
Forum: General Programming
Topic: How to create 256x256 32-bit PNG icons for Windows?
Replies: 7
Views: 4768

Re: How to create 256x256 32-bit PNG icons for Windows?

...and here's Microsoft's own icon-making workflow from the XP days: https://msdn.microsoft.com/en-us/library/ms997636.aspx

Of course the icons described here max out at 48x48, but it still does handle the 32-bit with 8-bit alpha case and is probably similar enough to the current workflow.
by mh
Mon Jul 20, 2015 7:34 pm
Forum: General Programming
Topic: How to create 256x256 32-bit PNG icons for Windows?
Replies: 7
Views: 4768

Re: How to create 256x256 32-bit PNG icons for Windows?

I don't know what program Microsoft themselves use, but I do know that IcoFX is capable of making this kind of icon, and when subsequently opened in the Visual Studio resource editor correctly shows that the 256x256 icon is in PNG format. IcoFX used to be freeware but recent versions are commercial....
by mh
Wed Jul 15, 2015 1:35 pm
Forum: Engine Programming
Topic: Minimalist Gamedev idtech2 (Q2) based engine plan
Replies: 9
Views: 3186

Re: Minimalist Gamedev idtech2 (Q2) based engine plan

Different people have different definitions of "minimalist" and some say "minimalist" when what they really mean is actually something else. The comment upthread about supporting both GL 1.2 and GL 2.1 being anything but minimalist is too true: at the most basic level, for everyt...
by mh
Thu Jul 02, 2015 2:14 pm
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5929

Re: 16 bit MDL models?

The Quakeforge devs are not answering my mails so i started porting it myself. Actually the model gets loaded, BUT it still looks like an 8 bit vertex model (it is indeed an MD16, correctly exported). :( What do i need to pay to get this format? :cry: If it was sourced as an 8-bit model but just up...
by mh
Wed Jul 01, 2015 8:02 am
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5929

Re: 16 bit MDL models?

Therefore, a lookup table of 256 floats (assuming no fancy translation tricks applied to reduce even more the used memory) ought be enough. Understood, yes. You'd still have to do some extra load-time or run-time computations in exchange for the memory saving though, but they should be fast enough ...
by mh
Tue Jun 30, 2015 8:14 pm
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5929

Re: 16 bit MDL models?

Even if you really must decode normals at load-time, since it encodes them as shorts you could just make a short-to-float[3] lookup and get the values that way (or use the same tr.sinTable lookup that Q3A uses). From what I read, things are a bit simpler: normals are stored as bytes, so lookup tabl...
by mh
Mon Jun 29, 2015 3:19 pm
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5929

Re: 16 bit MDL models?

I think this is more an issue with the code than it is with the format itself. The actual Q3A source code doesn't compute normals at load-time, so it's just a LittleShort call. At runtime it just does a lookup in tr.sinTable for the normal values. Even if you really must decode normals at load-time,...
by mh
Fri Jun 26, 2015 8:02 am
Forum: Engine Programming
Topic: 16 bit MDL models?
Replies: 33
Views: 5929

Re: 16 bit MDL models?

I'll be honest - I don't know the format at all. Reading the description of it in the QuakeOne.com thread, specifically this part: For anybody worried about vertex wobble: if you use QuakeForge, you can set the "16-bit" option in the object panel in blender and then export. The vertex data...