Daemon
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The Dæmon game engine. With some bits of ioq3 and XreaL.
The purpose of this change is to achieve linear blending, this is a continuation of: - https://github.com/DaemonEngine/Daemon/pull/1034 Some context: - Everything should be displayed in sRGB space. - Everything should...
In `computeLight_fp.glsl` in `computeDynamicLight()` function we have this code: ```glsl if( light.type == 0.0 ) { // point light L = light.center.xyz - P; // 2.57 ~= 8.0 ^ (...
Based on #1515 because I don't want to bother with merge conflicts. Also NUKED unused r_noLightVisCull.
Testing: https://github.com/VReaperV/Daemon/tree/material-stages-tex **System:** GPU: AMD Radeon PRO W7600 CPU: AMD Ryzen Threadripper PRO 3955WX resolution: 3840×2160 preset: ultra **Framerate on default spectator scenes:** |default|material|tex -|-|-|- plat23|433|354|360 metro|672|480|483 habitat|435|☠️|375 station12|108|221|234
Cgame-side pr: https://github.com/Unvanquished/Unvanquished/pull/3276. A proper solution to the issue of highly inefficient IPC with skeletal models. Skeleton will now be built and blended in the engine instead of cgame, and...
Some problem during shutdown was caught by the MSVC debug iterators, with the following stack trace: daemon.exe!std::vector::_Orphan_range(int * _First, int * _Last) Line 1717 daemon.exe!std::vector::_Emplace_back_with_unused_capacity(const int & ) Line 689...
Defining an install step in CMake to copy the engine binaries and their runtime dependencies might be nice as opposed to maintaining the list of all the DLLs and whatnot...