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renderer: make dpMaterials collapsed shader from the start, including non-shader images #266
as DarkPlaces only supports one kind of lightmap blend operation we can blindly collapse lightmap stages in darkplaces pre-collapsed stages.
So, shader parsing and rendering must be faster, and code is cleaner.
Next step is to merge cube Reflection with lightMapping glsl shader, a lot of code will disappear and bugs with it.
Now, the remaining bugs in Solarium maps are:
So basically the remaining issues to render properly the Solarium map are :
Alongside Solarium, the Erbium map is even more buggy than Solarium as shaders are mostly garbage trying to push the right buttons and triggers the Darkplaces Q3 compatibility mode than writing correct Q3 shaders. ¯\_(ツ)_/¯
I'm impressed about the number of bugs and how crippled the design of many Dæmon renderer parts.
It looks like the XreaL renderer was just cut in pieces to hack some quick and dirty doom3 shader compatibility for showcase purposes, but that was not done the future proof way.
- it's now possible to drop the very ugly FindMapInStage - it's now possible to drop heightmap collapsing code - enabling extra maps loading for non-shader images will be straightforward as DarkPlaces only supports one kind of lightmap blend operation we can blindly collapse lightmap stages in darkplaces pre-collapsed stages