welding verticies breaks both normals and texture coords. the result will come out looking like glitchy crap, especially if you want realtime lights (although it won't affect shadows).
regarding my sig, FTE QuakeWorld + ftewebgl.html.fmf + ftewebgl.js + ftewebgl.js.mem
put those on a web server somewhere and edit the fmf file. you now have a version of fte running in javascript, running whatever quake mod you told it to. its just fte compiled with emscripten, although it does have a number of features disabled due to emscripten's memory/code limitations.
alternatively, here's someone else's quake engine: http://webquake.quaddicted.com/ which is rewritten in actual javascript. still needs support for webgl etc though.
regarding my sig, FTE QuakeWorld + ftewebgl.html.fmf + ftewebgl.js + ftewebgl.js.mem
put those on a web server somewhere and edit the fmf file. you now have a version of fte running in javascript, running whatever quake mod you told it to. its just fte compiled with emscripten, although it does have a number of features disabled due to emscripten's memory/code limitations.
alternatively, here's someone else's quake engine: http://webquake.quaddicted.com/ which is rewritten in actual javascript. still needs support for webgl etc though.
Comment