Home Artists Posts Import Register

Content

A new cvar called "r_drawworld" was implemented now. Setting it to zero skips the world rendering, allowing us to see everything else that the engine is trying to render. This way we can test how good the visibility data is.

In maps without visibility data, the engine tries to render all entities simultaneously all the time. Combined with the lack of early frustum culling of mesh models, the impact on the framerate can be pretty heavy. With r_drawworld set to 1 and r_drawentities set to zero, I saw a seemingly nearly empty scene go from 17 fps to 27 fps, because the map had no visibility data.

Work on the mesh model rasterizer is still ongoing, and I'll soon try to implement a fast frustum culling method for MD5 models. For MDL models it will be a little more complicated to implement due to the vertex compression.

By the way, I forgot to mention that version 0.15.3 also included proper alignment of the colored light dithering on mesh models, which eliminated most of the noise on their colored lighting.

Files

Comments

No comments found for this post.