The D3D11 port is now functionally complete aside from the video mode stuff. I just finished things off by adding r_wateralpha and gl_texturemode support, and it rocks.
For gl_texturemode I added anisotropic filtering too. This one is interesting: traditionally I had thought that anisotropic filtering was something that gets added in addition to the standard filtering modes; it turns out that this isn't the way things work at all. It's actually something that's used instead of the standard modes, so if your gl_texture_anisotropy value is set to higher than 1 then the choice made by gl_texturemode is thrown out and it uses it's own mode. That's slightly annoying but it does clean things up a lot.
The clearer separation of samplers from textures in D3D11 makes this setup very nice indeed.
Regarding video modes, I'm going to take a pass through D3D11 mode enumeration (hopefully there will be no IDXGIFactory crap involved here - I would really really hate for that to happen) and see if I can or can't add them. If it works out well enough I'll add something like Software Quake's video options menu too.
I seem to have introduced a nasty sound bug during the switchover to C++ so for now I've just disabled the sound subsystem. I'll probably revert to the original sound code from q1source.zip and try fix it.
Monday, January 9, 2012
Update - 9th January 2012
Posted by
mhquake
at
12:39 PM
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