3D OpenGL Engine

BlitzPlus Forums/BlitzPlus Programming/3D OpenGL Engine

Ok we need some kind of source control system. The Download link above just links to your homepage. Aynways, after I downloaded with the link I usually download from, I see that you have everything in the root directory of the deimos.zip in with the deimos sub-directory.

[edit: useless stuff sniped]
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As with my dll library, I use blitz like surfaces because it organizes renderstates in a pre-calculated like way. Take polys with different textures on them. It's a good idea to render all polys with the same textures before you go on and renderer polys with another different texture. Here, a blitz surface along with it's brush attributes set's the renderstates just one time to render the texture and/or whatever else that is different from other surfaces' polys.
So a surface sets it's renderstates, a whole polygon group gets rendered... next surface, renderstates get set, a whole polygon group gets rendered, and so on. If you keep setting renderstates for each polygon no matter if the brush( or materials ) are same or different, then that will cause a rough perfomance hit because of the state changes. renderstates have to do with enable and disable things like setting textures, setting arraypointers for mesh contruction, set blend modes, etc...

Now if your "non-surface" engine can seperate out likes and dislikes into groups without us programmers having to worry about "surfaces", then coolness! Otherwise, you're gonna have higher peformance hits when there are higher renderstate changes. This could be why your 5400 map came to a crawl. Dunno, don't know your engine inside and out yet.

I don't mind tackling the stencil shadowing stuff, but I need to make sure I have all the updated files that you have so I can get the demo4.bb file to work exactly like your .exe program. Also again, we need a site to allow the files to be downloaded seperately and have an easy way to post updates and news. Something like that... anyways...