Models and flat sprites in software renderer: not happening?
- Nash
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Models and flat sprites in software renderer: not happening?
I was browsing the Mantis board and saw that the entries relates to MODELDEF and brightmaps were closed... I tried looking around both the forums here and there, and couldn't find any discussion. So I figured, if you don't mind me asking... what's the reason? Is it impossible to do with the renderer or something?
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Re: Models and flat sprites in software renderer: not happening?
I mostly closed them because it is unlikely they will be implemented at this point. Neither are impossible to do, but for now I'm just trying to tie up the loose ends of the refactor - i.e. get the last few globals removed, maybe improve the CMakeLists.txt to compile things with LLVM completely disabled (with just pal rendering), and fully detach softpoly from using swrenderer internals.
To be perfectly honest, doing work on the software renderer has been a mixed bag where I don't really know why I'm doing it anymore. Hence why I just want to properly finish the stuff I already did and move on.
To be perfectly honest, doing work on the software renderer has been a mixed bag where I don't really know why I'm doing it anymore. Hence why I just want to properly finish the stuff I already did and move on.
- Nash
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Re: Models and flat sprites in software renderer: not happening?
Alright, makes sense! I was just curious. :D You've done more than enough work on the software renderer, in my book. :D
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- StrikerMan780
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Re: Models and flat sprites in software renderer: not happening?
I know that models in the world would be difficult to do with the current sprite clipping, but how viable would it be to get HUD Weapon models working?
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Re: Models and flat sprites in software renderer: not happening?
Now that would be a lot easier. You could even in principle draw them with Direct3D like the other player sprites are done (vid_hw2d).
I haven't really looked at the model code in GZDoom, but I read it is mixed with OpenGL calls as it loads things. If that's the case, this would have to be refactored before the software renderer could access it.
I haven't really looked at the model code in GZDoom, but I read it is mixed with OpenGL calls as it loads things. If that's the case, this would have to be refactored before the software renderer could access it.
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Re: Models and flat sprites in software renderer: not happening?
Took a look at the actual model loading code and it seems pretty straightforward to fix the OpenGL dependency it has right now. Biggest problem then is to hook up a triangle drawer I suppose.
- StrikerMan780
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Re: Models and flat sprites in software renderer: not happening?
Thanks for looking into it. With HUD model support, I can work towards shedding some dependency on OpenGL in my mod for those with less than stellar systems. (None of my weapons have sprite alternatives, and can't due to how they are set up. Hundreds of frames.)