It caused a dramatic slowdown on my machine on windows (50% slower)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@983 af15c1b1-3010-417e-b628-4374ebc0bcbd
The glBegin(GL_POLYGON), for() loop with GL_MTexCoord2fFunc()/glVertex3fv() calls, and glEnd () per polygon is replaced by a memcpy() and a glDrawArrays() call per poly.
My guess is this only saves function call overhead, but it gives a decent ~20% speedup (36 -> 42fps) on my machine on orl’s map.
Note: glDrawArrays() is in OpenGL 1.1, but the glClientActiveTextureARB function is part of the GL_ARB_multitexture extension but not GL_SGIS_multitexture. Instead of splitting into two code paths, I just dropped support for GL_SGIS_multitexture.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@981 af15c1b1-3010-417e-b628-4374ebc0bcbd
To make this work with the drawing order we use in gl_rmain (world excluding water, opaque ents, world water, transparent ents), I made each texture_t have two texture chains, one for world and one for bmodels. This way they can be cleared during entity drawing without having to regenerate the world ones.
Other than this the changes are mostly minor adjustments to the R_DrawTextureChains_* functions so they can work for things other than the world.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@979 af15c1b1-3010-417e-b628-4374ebc0bcbd
With that alone, the console would come down and slide up when the map changes in a demo.
I added a SCR_BeginLoadingPlaque() call in CL_ParseServerInfo, only done during demo playback, which shows the loading plaque and prevents the console from appearing and sliding up.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@976 af15c1b1-3010-417e-b628-4374ebc0bcbd
for a test case, play a demo from: http://www.quaketastic.com/upload/files/demos/otp_honey100.zip
for the honey map pack: http://www.quaketastic.com/upload/files/single_player/maps/honey.zip
on a slow pc that gets signifigantly less than 72fps, or with host_maxfps lowered (e.g. set to 33).
with QS 0.85.9, the demo will play in slow-motion; with QS 0.85.6 (without the cross-map demo support) it plays normally.
admittedly this is a fringe scenario, but it's imo a legitimate bug in the Pa3PyX cross-map demo playback code.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@974 af15c1b1-3010-417e-b628-4374ebc0bcbd
Not implemented for world polys (afaik it's useless for world polys) but could be added if needed.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@970 af15c1b1-3010-417e-b628-4374ebc0bcbd
Fixes "cycle r_wateralpha 0.3 0.6 1" not working reported by AAS.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@969 af15c1b1-3010-417e-b628-4374ebc0bcbd
From what I understand, if an entity touches more than MAX_ENT_LEAFS, it will only be visible
if the player happens to be standing in one of the first 'MAX_ENT_LEAFS' (so essentially random).
See discussion of MAX_ENT_LEAFS here:
http://celephais.net/board/view_thread.php?id=60310
For more detail (mh has an alternate fix, used in DirectQ/RMQEngine, haven't looked in to what he did):
http://forums.inside3d.com/viewtopic.php?t=2376&postdays=0&postorder=asc&start=23
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@967 af15c1b1-3010-417e-b628-4374ebc0bcbd
Can speed up map loading by multiple seconds on levels with a lot of lightmaps, at a cost of using slightly more lightmaps (about 5% more).
https://sourceforge.net/p/quakespasm/patches/20/
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@956 af15c1b1-3010-417e-b628-4374ebc0bcbd
cvar changes:
The "sndspeed" cvar / "-sndspeed" command-line option now control whether the low-pass filter is applied. If it's set to 11025 you get the low-pass filter, otherwise it's not used.
New "snd_mixspeed" cvar (and the "-mixspeed" command-line option); these default to 44100 and just control the sample rate we request from SDL. Not archived.
New “snd_filterquality” cvar, value can be 1-5. Not archived. The “5” setting closely matches the Windows resampler, and the “1” setting closely matches the OS X resampler. The default depends on the OS, “5” is used on windows builds, otherwise “1”, because I wanted the sfx to sound the same as they do with 0.85.9 on each platform. TODO is checking if a setting other than 1 sounds closer to the system resampler on linux (though it probably depends on the distro).
The lowpass filter is only used for sndspeed=11025 and snd_mixspeed=44100, though these are the defaults.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@952 af15c1b1-3010-417e-b628-4374ebc0bcbd
- Modlist_Init: cleanup: instead strstr(), compare the file extension pak.
no need extra checking for "." and ".." in the inner while loop. break out
of the inner while loop as soon as a pak file or progs.dat is found.
- ExtraMaps_Init, Modlist_Init, windows: instead of using dirent emulation,
use windows' native FindFirstFile/FindNextFile/FindClose directly. adapted
from fitzquake-0.85.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@946 af15c1b1-3010-417e-b628-4374ebc0bcbd
Modlist_Init: no need for -basedir check, just use com_basedir
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@941 af15c1b1-3010-417e-b628-4374ebc0bcbd
or as MAXPATHLEN, _MAX_PATH, or MAX_PATH if either of them is
available, or as 1024 if none are available. this would make us
safer in deep installation directory paths. darkplaces engine
seems to do the same.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@928 af15c1b1-3010-417e-b628-4374ebc0bcbd