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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'.
The text was updated successfully, but these errors were encountered:
Goal - To use Vertex and Index buffers for all mesh rendering routines
Issues
Tasks
The text was updated successfully, but these errors were encountered: