Re: [ioquake3] Jpeg Error

2012-01-06 Thread Matthias Bentrup
2012/1/5 Pat blah > [] > GL_EXT_texture_env_combine GL_EXT_texture_env_dotŽäÜv(õ' OpenGL Extension string overflow ? ___ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this me

Re: [ioquake3] Dual protocol support and a question

2011-07-26 Thread Matthias Bentrup
2011/7/25 Thilo Schulz > Sorry, > > I somehow only now got to read more of your email. Here's my reply: > > On Thursday, 14. July 2011 11:35:29 Matthias Bentrup wrote: > > Also regarding rev 2052, I think that changing the default rounding mode > > from round-to

Re: [ioquake3] Dual protocol support and a question

2011-07-14 Thread Matthias Bentrup
Hello Thilo, I just saw your commit 2077 and I think using Hunk_AllocateTempMemory for network queues will not work. Hunk_FreeTempMemory will only free memory if you free the memory in LIFO order, otherwise it will just keep the memory allocated until Hunk_ClearTempMemory is called. Hunk_ClearTem

Re: [ioquake3] Modular Rendering System

2011-02-07 Thread Matthias Bentrup
Hello, sorry for bringing back this old discussion, but there is a patch contributed by use.less01 to separate the renderer into a dll on Bugzilla (Ticket 4790). The patch does not add or remove any functionality from the current renderer, so most of the issues on the wiki are not addressed, but I

Re: [ioquake3] Is Com_Printf thread safe?

2010-12-05 Thread Matthias Bentrup
Nothing in the engine is threadsafe. The multithreaded renderer works because the render-backend does not use any memory allocations, file operations etc. (though there are a few printfs in the backend code) and the frontend always waits until the backend has finished for any GL operations. This a

Re: [ioquake3] Unicode in console

2010-12-02 Thread Matthias Bentrup
2010/12/2 Michael Menegakis > Is it doable? I made a routine to work with Google Translate on game > chat (or explicitly with /translate ) but the main issue is that > mainly ASCII output is supported and input is also problematic. It > basically limits the languages it support. > > It's also imp

Re: [ioquake3] 4578: Bump MAX_LIGHTMAPS to 512

2010-10-15 Thread Matthias Bentrup
2010/10/12 Tim Angus > On Tue, 12 Oct 2010 22:00:42 +0200 Ben wrote: > > Ludwig, aye or nay? > > Can you explain why you think is important? The number of maps this > affects is going to be very small. Furthermore, the maps which would > benefit from this could quite possibly crash idq3 -- I don'

Re: [ioquake3] [PATCH] 4578: Bump MAX_LIGHTMAPS to 512

2010-10-12 Thread Matthias Bentrup
Well, the tr.lightmaps array is only needed for registering shaders for surfaces loaded from the BSP. When shaders are registered from the cgame or for models they use LIGHTMAP_2D or LIGHTMAP_BY_VERTEX, so tr.lightmaps is not needed. Theoretically you could free the memory after R_LoadWorldMap, but

Re: [ioquake3] [PATCH] 4578: Bump MAX_LIGHTMAPS to 512

2010-10-11 Thread Matthias Bentrup
Instead of increasing the constant you should just remove the MAX_LIGHTMAPS constant altogether. The engine is perfectly capable of rendering any number of lightmaps until the texture memory is full and I think imposing an artificial limit makes no sense. 2010/10/10 Ben Noordhuis > On Sun, Oct 1

Re: [ioquake3] Renderer with Bloom, VBO, GLSL, etc. compatible with baseq3

2010-06-22 Thread Matthias Bentrup
2010/6/22 Evan Goers > >From what I have learned from speaking with Tr3B and other > graphics-informed people, it's that the deformvertexes and various tcmod > functions cannot be stored in a VBO, or has other GLSL-related implications > that prevent it from working. They were probably removed be

Re: [ioquake3] The Glorious hack of Inverse Square Root by Carmack [or that other guy]

2010-05-31 Thread Matthias Bentrup
2010/5/29 Michael Menegakis > On Sat, May 29, 2010 at 4:55 PM, Thilo Schulz wrote: > > the max. relative error is 0.175% over all floats. > > OK, that's relatively, not completely marginal. If one is going to go > with a 'safe' approach (since I noticed if it's replaced with sqrt() > benchmarkin

Re: [ioquake3] Modular Rendering System

2010-05-03 Thread Matthias Bentrup
I actually have been working on replacing the parts of the renderer that use already deprecated OpenGL functionality (including the whole fixed GL pipeline) with modern functionality, so I have learned a bit about the renderer. I have worked on the tremulous code, but I guess the same code would wo

Re: [ioquake3] Modular Rendering System

2010-05-03 Thread Matthias Bentrup
2010/5/2 Ben Noordhuis > Part of the infrastructure for pluggable renderers is already there in > the shape of the refexport_t structure but the problem is that Q3 has > a heavy bias towards OpenGL 1.0. Without a major rewrite any > alternative renderer is forced to provide a near complete emulat

Re: [ioquake3] vm_x86_64 on mingw-w64 continuing (WAS: Re: Win64..)

2010-02-19 Thread Matthias Bentrup
I don't think that the printf function prints numbers differently on Linux and Windows. The different masks depend on the size of the memory allocated for the QVM, so maybe this is just allocated a bit different between the Windows and Linux systems. I think the call from C code to QVM is ok, as t

Re: [ioquake3] Win64 qvm compilation DONE

2010-02-10 Thread Matthias Bentrup
You should also check that the refdef_t parameter in RenderScene is passed correctly. Generally the passing of structure pointers can be a problem if they are compiled on different ABIs as the layout / alignment rules may be different. So at least check that the sizeof(refdef_t) is identical in the