Merge pull request #30 from w23/brush-concat-drawcalls

concat brush drawcalls
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Ivan Avdeev 2021-08-15 12:08:06 -07:00 committed by GitHub
commit e71a9de057
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2 changed files with 7 additions and 6 deletions

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@ -1,5 +1,6 @@
## 2021-08-15, E126
- [x] restore render debug labels
- [x] restore draw call concatenation; brush geoms are generated in a way that makes concatenating them impossible
# Next
- [ ] rtx: split ray tracing into modules: pipeline mgmt, buffer mgmt
@ -12,9 +13,9 @@
uint8_t data[];
# Planned
- [ ] filter things to render, e.g.: some sprites are there to fake bloom, we don't need to draw them in rtx mode
- [ ] make a list of all possible materials, categorize them and figure out what to do
- [ ] possibly split vk_render into (a) rendering/pipeline, (b) buffer management/allocation, (c) render state
- [ ] restore draw call concatenation; brush geoms are generated in a way that makes concatenating them impossible
- [ ] rtx: light styles: need static lights data, not clear how and what to do
- [ ] studio models: fix lighting: should have white texture instead of lightmap OR we could write nearest surface lightmap coords to fake light
- [ ] make it look correct lol

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@ -474,9 +474,9 @@ static qboolean loadBrushSurfaces( model_sizes_t sizes, const model_t *mod ) {
}
model_geometry->surf = surf;
model_geometry->texture = t;
model_geometry->texture = surf->texinfo->texture->gl_texturenum;
model_geometry->vertex_offset = vertex_buffer.buffer.unit.offset + vertex_offset;
model_geometry->vertex_offset = vertex_buffer.buffer.unit.offset;
model_geometry->vertex_count = surf->numedges;
model_geometry->index_offset = index_offset;
@ -530,9 +530,9 @@ static qboolean loadBrushSurfaces( model_sizes_t sizes, const model_t *mod ) {
// Ray tracing apparently expects triangle list only (although spec is not very clear about this kekw)
if (k > 1) {
*(bind++) = (uint16_t)(0);
*(bind++) = (uint16_t)(k - 1);
*(bind++) = (uint16_t)(k);
*(bind++) = (uint16_t)(vertex_offset + 0);
*(bind++) = (uint16_t)(vertex_offset + k - 1);
*(bind++) = (uint16_t)(vertex_offset + k);
index_count += 3;
index_offset += 3;
}