Search found 565 matches
- Fri Aug 01, 2014 3:11 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22577
Re: Quake 3 lightmaps - PVR Multi-Texture
boggelz , by OpenGL matrix functions you mean glTranslate , glRotate and glScale ? Why should those be avoided ? Do you have an example of how the transform tree should be implemented ? The glTranslate, Rotate etc functions always implicitly work on a global matrix stack. You're constantly pushing ...
- Fri Aug 01, 2014 8:03 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22577
Re: Quake 3 lightmaps - PVR Multi-Texture
Yes, I understand. And thank you for your interest! That is the motivation for me deciding to add support for indexed arrays by implementing glDrawElements(...): We can light and transform less vertices before assembling into primitives for rasterization. The pleasure is mine. By the way, reading t...
- Thu Jul 31, 2014 6:04 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22577
Re: Quake 3 lightmaps - PVR Multi-Texture
To be honest, I am not quite sure what you mean by "immediate mode". Do you mean "Direct Rendering", the way the old KGL submitted vertex data to the PVR, or that of using "glVertex3f(...)" to submit vertex data, as opposed to glDrawArrays(...). Direct Rendering = oppo...
- Mon Jul 28, 2014 7:08 am
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22577
Re: Quake 3 lightmaps - PVR Multi-Texture
@PH3NOM: Are you worried about immediate mode so that old software can be ported easily? Software using immediate mode will perform poorly anyway, so I think you shouldn't worry about optimizing it too much, at least for a first release. BTW I'm curious about the performance difference between immed...
- Wed Jul 23, 2014 8:32 am
- Forum: Programming Discussion
- Topic: Shaders
- Replies: 48
- Views: 6153
Re: Shaders
The pre-sort mode makes the TR list behave like ordinary Z-buffered rendering solutions, complete with the usual quirks regarding alpha blending and intersecting polygons. You also can't use translucent modifiers in the pre-sort mode. Does that mean you can change whether the GPU acts like a tiled ...