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After talking to EricW, we figured out that the corrupted cached edges are actually caused by the map compiler, so it affects all software-rendered Quake ports, including WinQuake (which does not have overdraw). See this screenshot of the bug showing up in TyrQuake.

EricW fixed it in the latest dev build, which I'm attaching to this post. See the list of changes here.

Given this news, instead of removing the edge caching from Retroquad, I'm going to add a cvar option to disable it. This way the engine will be able to render correctly the maps compiled with buggy versions of the BSP compilers, while still being able to use edge caching on all other maps.

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