Daemon
Daemon copied to clipboard
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.
It is no secret that the continued support for ancient fossilised hardware has caused various issues and stalled progress (see e.g: #1567 and #1587). It also seems that such support...
Sky has much much smaller cost than before, which is very good. But it looks we still have some curious cost from it. I did some comparison on a Raspebrry...
This should either be removed as unused (`Tess_ComputeTexMatrices` calculates matrices for all 5 bundles), or parsing should be added for other bundles.
Build on FreeBSD/powerpc64 (big endian) failed with error: FAILED: CMakeFiles/engine-lib.dir/src/common/cm/cm_load.cpp.o /usr/bin/c++ -DBUILD_ENGINE -DDAEMON_ARCH_ppc64 -DDAEMON_BUILD_Release -DDAEMON_CXX_COMPILER_Clang=1 -DDAEMON_C_COMPILER_Clang=1 -DDAEMON_OPENGL_ABI -DDAEMON_OPENGL_ABI_LEGACY -DDAEMON_USE_ARCH_INTRINSICS=1 -DDAEMON_USE_ARCH_INTRINSICS_ppc64=1 -DDAEMON_USE_COMPILER_CUSTOMIZATION=1 -DDAEMON_USE_COMPILER_INTRINSICS=1 -DNACL_ANDROID=0 -DNACL_FREEBSD=1 -DNACL_LINUX=0 -DNACL_OSX=0 -DNACL_WINDOWS=0 -DTHIS_IS_NOT_A_DEBUG_BUILD -DUSE_CURSES -DUSE_CURSES_NCURSES...
Master looks like this for me on the main menu. If I set `r_glslCache 0` it works. 
`r_materialSystem 0`, `r_ssao 0`  `r_materialSystem 0`, `r_ssao 1`  `r_materialSystem 1`, `r_ssao 1`  The last screenshot (material system + SSAO) is more similar to the first screenshot (SSAO...
Some revamp of the `DaemonPlatform`/`DaemonArchitecture`/`DaemonCompiler`/`DaemonBuildInfo` helper code for CMake. I want this framework to be reusable for other projects, the first user outside of the engine may be the NaCl...
See that vega place in viewpos `486 -57 96 147 24`, the wrong black triangles on the disc surface on the right:  The bug disappears with `r_deluxeMapping 0`: ...
OpenGL 3.3 is already 15 years old, there's no point targeting hardware that's even older. It's not like anyone is playing on such hardware anyway, so it's just a burden...
Requires #1586 This further improves the shader building by using GL_ARB_separate_shader_objects when it is available. This extension allows linking different shader stages separately, thereby decreasing the total amount of linking...