VReaperV
VReaperV
Don't put data that doesn't change into the material buffer.
Generate a material for skybrushes and use it with the stencil buffer to prevent material system from rendering stuff over the skybox which would be normally culled by the BSP....
Given the conversation in #1209 I've had some thoughts on how we might be able to reconstruct light sources to create shadowmaps for maps that we don't have sources for,...
It reads back a stencil buffer value and adds it to `backEnd.pc.c_overDraw`, but it's then never used. It might be better to do this in a different manner anyway, since...
`computeDynamicLight()` calls `computeDeluxeLight()`, which then adds the reflection colour if reflections are available. A simple fix would be to have an extra input or something to distinguish between the main...
https://github.com/DaemonEngine/Daemon/blob/0407cd81ae90fa7e1430f786a8b7f856552f311d/src/engine/renderer/gl_shader.cpp#L1037 receives the shader without any macros set, so #insert gets incorrect line count if any macros are set.
I plan on making the amount of IPC calls largely static for 0.56, as right now their amount can often cripple performance. This issue is to keep track of such...
This is already accounted for in the reload time, extra 250ms makes it not line up correctly. That code originates from Tremulous, however Tremulous did not have any proper reload...
On map https://users.unvanquished.net/~sweet/pkg/map-jota_3.0.dpk, the framerate drops by a lot in the default spectator position, within a few seconds after loading the map. This is related to the particle system in...
(Below are my thoughts/ideas and some of the stuff freem has said about bots. I'm putting it here so I don't forget about it, and perhaps I'll get around to...