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.
On my Windows 10 machine with an Nvidia card, setting `r_swapInterval` caps the FPS as expected, for values -4 to -1 or 1 to 4. But despite the lower FPS,...
So, I'm thinking about it for years now, probably since the current implementation of the nvidia 340 workaround: - https://github.com/DaemonEngine/Daemon/pull/370 I even discussed it there: - https://github.com/DaemonEngine/Daemon/issues/360 The idea is...
- make r_debugSort work instead of crashing - severity-level filtering for GL debug messages
Another effort to mutualize code between the non-Material renderer and the Material one. - Mutualize `SetLightDeluxeMode`, `SetLightMap`, and `SetDeluxeMap`. - Rewrite `SetRgbaGen` as `SetRgbGen` and `SetAlphaGen`.
Disables PVS checking when transmitting entities to clients. sv_novis was documented at https://wiki.unvanquished.net/wiki/Testing/Maps, but it turns out such a cvar has never existed. I wanted to use it, so I...
Tested with a clean homepath, only setting the 2 cvars to enable material system. ``` Calling GetRefAPI… GL_VENDOR: Intel GL_RENDERER: Intel(R) UHD Graphics 630 GL_VERSION: 3.2.0 - Build 31.0.101.2115 GL_MAX_TEXTURE_SIZE:...
If I load the map `test-portals` and then load `parpax` (which doesn't have any portals) after, I get a log of `Bad surface tesselated.` warnings. It comes from here https://github.com/DaemonEngine/Daemon/blob/7ba945cb1938967f1c4aba77d02638c2eb5364d4/src/engine/renderer/tr_main.cpp#L2134
- use glConfig.* instead of r_* when exists as the features can now be disabled if hardware doesn't support it, this is a fixup for: https://github.com/DaemonEngine/Daemon/pull/1228 - more unused GLSL...
Make r_dynamicLight only enable the related renderer, not a kind of light. With that change, - r_dynamicLight enables the dynamic light renderer - r_animatedLight enables the “animated” kind of dynamic...