Daemon
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The Dæmon game engine. 20 years of development above id Tech 3. Historically based on id Tech 3 through ioq3, Wolf:ET and XreaL a very long time ago.
Shadowmaps
This issue is to keep track of necessary steps and progress for implementing shadowmaps in the tiled renderer. Required: - [ ] Support for generalized texture atlases. These atlases should...
Builds on #1180 Avoid culling the same surface twice, which is especially important for occlusion culling since it reduces the amount of texture accesses by half.
Some steps to implement occlusion culling in compute shaders using a Hierarchical Depth-Buffer. The depth buffer is processed before the post-processing pass, reducing it to the next mip level until...
Some renderer functions attempt to read back a surface's polygons from `tess.verts`. There are 3 possibilities, none of them good: - The surface uses a static VBO with multidraw. `tess.numVerts`...
I have found that the `generic_VBO` vertices are sometimes rendered with other shaders than the ones it is intended to be used with. Out of curiosity, I checked to see...
Extracted from: - https://github.com/DaemonEngine/Daemon/pull/1179 Make sure the error produces a calltrace on GDB when it happens. While working on #1179 I did a stupid mistake at some point, mistake that...
This is to address those two issues: 1. Some graphics devices don't supports `ARB_half_float_vertex` like the Intel GMA Gen3 architecture with the Mesa driver. 2. Some graphics devices don't supports...
If I don't do `r_forceLegacyMapOverBrightClamping 1`, the debug draw geometry (enabled by e.g. `navedit enable level0`) randomly changes colors. It's reminiscent of the previous bug where the buffer offset was...
I'm trying to investigate a huge performance drop affecting some low-end cards. I currently suspect: - a bug in the driver itself. - something stupid done on our side similar...