temx
temx
That's not done for the worldmodel. It'd require walking the entire map tree looking for water surfaces, I haven't tried but I suspect it'd be quite slow for large maps....
I did a quick test - see branch [sorted-world-water](https://github.com/Novum/vkQuake/tree/sorted-world-water), requires indirect path. It fixes this but slowdowns large maps by over 10x. `R_RecursiveNode` could be made faster, but it's unlikely...
I added some basic pruning, the speed hit is greatly lessened but can still be in the >10% range.
It's not a vis problem (though DOPA does have plenty of vis problems, since the VIS compiler used considers fence textures opaque - these can be fixed with `r_novis 1`...
No transparency in the original, but it did walk front-to-back to get correct, zero overdraw drawing without a Z-buffer. Just don't ask how it handled brush or alias models (clipping...
This is easy but I don't know how mods will feel about being able to turn off fog: https://github.com/temx/vkQuake/commit/2f9eba3373a7edf40711dacb309209346c8c6b02 That also goes for the HUD toggle (e.g. turn to "Modern"...
What is the intended purpose and how does this compare to using alias (`alias +shiftdown "bind F2 command_f2_down;bind F3 command_f3_down"; alias -shiftdown "bind F2 command_f2_up;bind F3 command_f3_up"; bind shift "+shiftdown"`)?
Yeah, I'm not so sure either. I also [considered adding this for commandline parameters](https://github.com/temx/vkQuake/commit/92c18437e0d9ad891573be2a92732c11462af6af) but that's even worse: the application starts in the dragged file's directory, so if you want...
It looks like the script they actually use is at https://github.com/MacSourcePorts/MSPBuildSystem/tree/main/vkquake
A few general comments: * This should be not enabled by default, especially if the cvar is not archived. * I haven't looked into this closely, but it seems to...