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Description
Goal - To use Vertex and Index buffers for all mesh rendering routines
Issues
- Quake builds up geometry every frame combining static + dynamic lighting
- The current data structures are not suitable for creating VBOs and IBOs, we need to generate indices and potentially reformat mesh data
- For "Alias Models" (any non-sprite, non-BSP surface mesh) each frame has vertex data that would need to be combined and indexed.
- Lightmap data is calculated on the fly which isn't really conducive to the modern approach with shaders, preparing things ahead of time.
Tasks
- Refactor entity mesh routines and convert to OO based approach, to support eager generation of VBOs and go away from intermediate mode mesh generation.
- Determine the implications of switching approaches, how does it effect PVS, occlusion etc. Systems may need un-'spaghettifying'.
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enhancementNew feature or requestNew feature or request