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This version fixes several issues with liquids, including a rare crash issue with lit liquids.

Now the melt mapped liquids obeys the texture scale set in the map editor. Its texture orientation is still hardcoded to melt vertically downwards, but I'm planning to implement a way to customize that so you can have fountains of water flowing upwards.

The drawing functions of the BSP rasterizer are more straightforward to define now. This will allow for easier implementation of new drawing modes.

There's still a lot of work to be done in d_scan.c and d_turb.c, which together with bsp_sky.c are the heart of the BSP rasterizer. They're still not organized enough, the anisotropic texturemapping code still needs a lot of work, they're missing some consistency in features like texture frame interpolation, and they need to be prepared for some future features and optimizations.

Perspective correction is one thing I have a number of different ideas on how to optimize. It is one of the heaviest parts of the rasterizer right now, but I have a feeling that there are ways to optimize it a lot. Some heavy work was already done towards this goal, by making all span segments be aligned to multiples of 32 pixels from the edge of the canvas, which will allow the perspective data to be computed in batches and interpolated vertically.

But right now, the focus is to keep fixing things, and improving the consistency of the renderer.

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