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Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
I dunno what's going on in that D3D wrapper with textures, it's quite insane code. There's a perfectly good way of creating, loading and updating textures that doesn't depend on Direct Draw surfaces and that allows textures to survive a video reset. Talk about choosing a goddam difficult way of doing things!
You mind if I rewrite some of it? I'll keep it at D3D8 though, and won't change any of the interfaces to the rest of the engine.
/Feel absolutely no obligation if you encounter something frustrating or something super-annoying emerges that would make it too much work.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Feel absolutely no obligation if you encounter something frustrating or something super-annoying emerges that would make it too much work.
So far it seems like an interesting project to me, so I'm gonna make a start and see how far it goes. It's something I've wanted to do for ProQuake for a while now anyway. Looking at the skeleton of the wrapper, all the nasty ugly code is in the fake GL class and the rest seems reasonably clean. I think I can get rid of the need for special handling of stuff like ChangeDisplaySettings and SetPixelFormat too, which seems kinda cool.
So far it seems like an interesting project to me, so I'm gonna make a start and see how far it goes. It's something I've wanted to do for ProQuake for a while now anyway. Looking at the skeleton of the wrapper, all the nasty ugly code is in the fake GL class and the rest seems reasonably clean. I think I can get rid of the need for special handling of stuff like ChangeDisplaySettings and SetPixelFormat too, which seems kinda cool.
Please ignore the 4 or 5 "hacky" features I haven't taken the time to reconsider, rewrite or remove as you look through the code [Yes, I know the difference ] For the most part, I've tried to stay on the well accept conventional Quake path
I think most people would welcome any sort of improvement to the ProQuake d3d renderer, which I only added because I didn't want any players having to use the old d3dquake which lacks so many fixes or modernizations it's cruel (NAT fix, ping in scoreboard, loc support, ability to play maps > 600 entities, etc.).
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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