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3.5.alpha4: renderer update

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@meag meag released this 28 Jun 18:46
· 1407 commits to meag/renderer since this release

Sadly progress on this is slowing to a halt, the buglist is simply aging as I can't replicate a lot of bugs people are reporting. At this moment it doesn't look like this will ever become part of an official ezquake version.

READ FIRST

Major rendering engine update, expect lots of bugs, DO NOT USE for important games. It has had very limited testing and isn't ready yet.

Source-code if you want to build on other systems is available here, process to build is:

git clone https://github.com/meag/ezquake-source new-renderer
cd new-renderer
git checkout meag/renderer
make

Known/reported issues (ticked off means fixed in next version)

Struggling to replicate

  • blah/ciscon: increased memory usage over time (... cannot replicate)
    • dirtbox: related out of memory error when trying to connect to server (happened on stream)
  • bps: crash during dm2 game ("was maybe the last second of a dm2 game") (... cannot replicate)
  • blood_dog: still getting border on simple items in linux (... cannot replicate)
  • dev: screen flickering. initially thought to be only on linux, but seems it happens on windows too after long uptime. (... cannot replicate) (MaxRazer reports flickering on screen in 3.1)
  • dev: alias model textures corrupt/incorrect ("replicate by using newplayer.mdl and e1m2"... cannot replicate)
  • dev: "sometimes the hud goes weird" (looks like atlas corruption?)
  • dimman: crash when running timedemo demo1 (...cannot replicate)
  • dirtbox: on vid_renderer 0, rockets appear black (is ok on vid_renderer 1) - is using cl_r2g... /gl_vertex_lighting 1? (... cannot replicate)
  • dirtbox: rendering of server browser's server popup window was broken (was connected to server and running server browser and having server-browser window open)
  • russ: at certain point gets all-black textures and needs to restart (was using alpha1 - could have been ciscon's map-with-no-sky issue?) (... cannot replicate)
  • up2: incorrect luma textures used on start.bsp (fullbright player skins layers used instead of brush model luma textures) (... cannot replicate)

Others

  • nigve: 'q' in tracker isn't blue anymore
  • lordlame: vid_renderer 0 > 1 > 0 loses performance increase (performance stays at '1' levels) - AMD system
  • blood_dog: the aerowalk airvent texture, and the tele exit texture, seem paler/brighter (compare to old?.. haven't looked at this)

Changes in 3.6 or whatever I call the next version

  • nigve: right-alignment of hud elements using large fonts was broken
  • meag: lots of code moved around to support renderer selection at compilation time, and support future renderer options. still more to do
  • meag: renderer states collected together,
  • meag: powerup shells now supported on md3 models
  • meag: md3 viewmodel size is consistent with .mdl
  • meag: powerup shells sizes no longer changes depending on the model being drawn
  • meag: turb surfaces in modern no longer subdivided
  • meag: memory usage for 3d sprites drastically reduced
  • meag: potential hud corruption when using alignment functions and string truncated

Reported issues hopefully fixed in this version

  • blood_dog, trygve: scr_teaminfo_scale broken, teaminfo appears in incorrect location and size. If possible use hud_teaminfo in the meantime
  • ciscon: "with 3.5 the out of console say command truncates the text into a ~"
  • ciscon: example given where team skins were not set correctly (... cannot replicate, waiting for demo)
  • ciscon: hud elements in wrong locations (newhud) - groups weren't registered
  • ciscon: rendering broken on intel graphics cards, any mesa-rendering on virtual machines
  • meag: ci flags are not drawn correctly (skewed, final point off-screen)
  • meag: gl_caustics 1 on classic - weapon skins and lightmaps corrupt after going underwater
  • meag: vid_restart from classic > modern > classic could cause null pointer access
  • meag: jisse.cfg, telesplash effect can be left at source teleport?
  • meag: classic: shadows can be rendered in incorrect locations
  • meag: reduced base memory usage by 128MB