VReaperV
VReaperV
I tried the approach with alpha-testing in relief shader, but it creates too much of a slowdown.
Models and all that are already loaded by the first frame in https://github.com/Unvanquished/Unvanquished/blob/cc472ba717bd0e2a9e4d2e19f4daab25d154a6c4/src/cgame/cg_main.cpp#L1317-L1361 Not sure as to the BSP entities though. Engine should have enough information to build all the...
> > Another implementation for such lazy loading would just be to render the whole world and all models to some unseen framebuffer in a frame at the end of...
> When using `/glsl_restart`, which currently behaves like `r_lazyShaders 2`, I notice that it can restart very quickly. So it does seem that on a typical map we are not...
Another issue with our shader building is that we compile shaders with macros that don't affect them, e. g. we compile `lightMapping_fp` with vertex skinning/vertex animation, even though they have...
Also note that for testing this, one might want to disable shader cache in the driver.
> Something I thought about for the shader cache is that instead of actually tracking all the different shader we cache, and remember for what they are cached for, we...
Having shaders cached by name + macro is not a bad idea, but it does fail with `deformVertexes`, because it depends on the specific q3 shader. We could, of course,...
> Something I thought about for the shader cache is that instead of actually tracking all the different shader we cache, and remember for what they are cached for, we...
> > When using `/glsl_restart`, which currently behaves like `r_lazyShaders 2`, I notice that it can restart very quickly. So it does seem that on a typical map we are...