Today I completed the last major part of the renderer (bounding boxes) and removed most of the old D3D9 interfaces from the source code. This also put me in a position where I could remove the D3D9 headers and libs from the code too, and get a clean compile without them. The engine is now fully D3D11-only.
This has also brought performance up another little bit as previously I was sending much of the drawing code through both sets of functions, but with the D3D9 stuff commented out or replaced with stub functions. This only really amounted to a coupla frames in heavy scenes, but it's nice to be cleaning things up.
The only real thing remaining in the renderer is fog. This should be quite trivial to handle, but there are a few options I'm chewing over on how to do so. I also need to add external texture loading to 2D GUI textures and review external textures in general.
Once that's done I'm going to be taking another few passes over the renderer code. Some of it is very clean indeed now (brush models, MDLs, particles) and some of it evolved in parallel with the old and so it needs a tidy-up (video startup is one example of this).
There are also a few features that disappeared from the renderer in recent versions that I'd like to add back. Software Quake mipmapping is one that's already been done, the enhanced particle system is another.
Following that I get to work more on an overall tune up, and maybe do some sound code. Exciting times ahead there.
Friday, March 2, 2012
Another Milestone
Posted by
mhquake
at
1:54 AM
Subscribe to:
Post Comments (Atom)
3 comments:
A quick, weird question: what's with the controls for swimming? I usually bind them to F and V, but there's no in-engine option to alter the bindings, and swimming itself only seems to work in Hipnotic.
Hmmm, what does software mipmapping do anyway? I've checked it on and off but coudln't notice any difference.
Software mipmapping limits mipmaps to the first 4 levels and disables mipmapping on water textures - just like software Quake did. I don;t see it as an important option, but I do think it's worth having.
The swim up/down options should be still bindable from the console; I removed them from the menu as I reckon their appeal is marginal (at least more marginal than the stuff I kept) - most people will look in the appropriate direction and just move.
Post a Comment