VReaperV

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> Increasing the max serverinfo length would require a compatibility-breaking change. Anyway the idea of the serverinfo is to display only the things that would be most relevant to someone...

Maybe we can create a temporary GL context just to detect the GPU, and then destroy it?

So just do a check after the normal context creation, and then set the env variable and recreate context if needed? That should work I think.

`angle * π / 180.0` is a degree->radian conversion, and seems to be the case here (although I haven't looked through all usages). So maybe it's better to just replace...

This might have something to do with the iqm conversion, I don't remember this happening before.

> I got `MAX_PARTICLES` hit message with nano, locally, at map load, with `MAX_PARTICLE_SYSTEMS 400`, with the configuration I had `MAX_PARTICLES` was `6400`… There was only one particle system running....

> Something in the game or the engine prevents to render more than a thousand particle textures, requiring MAX_PARTICLES to be set to a thousand to avoid rendering bugs, even...

> This function will build a tiny bsp tree or triangles on the fly. I don't think rebuilding a BSP every frame and for multiple entities is a good idea.

Ah, apparently it's not a "real" BSP tree, it's jsut treated as one for uniformity.

Generating a screenshot from intermission requires loading the map first, but the result can, indeed, be cached for later use.