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Load Source games maps as combined meshes correctly positioned relative to each other
Raspberry Pi 4 has a significantly different driver. Currently atto (which is used by OpenSource to create OpenGL window) only supports older custom dispmanx API. Mostly depends on atto support:...
- load maps in parallel - load assets in parallel - convert textures to ETC in parallel
I don't mean coplanar surfaces from different maps. Should either tweak z-buffer params, or completely change z buffer approach to something less naive and more contemporary.
Figure out what's the deal with Portal 2 map positions and landmarks. Reading _entry _exit doesn't lead to continuous maps for some reason.
To achieve that one would need to parse *.dem files, extract player positions and play them. Some sad facts: 1. There is no publicly available specs on GoldSrc (most speedruns...
GL_CLAMP_TO_EDGE doesn't help. Valve wiki suggests that it's a DXT issue (?).