On Fri, Apr 16, 2004 at 11:35:14AM -0700, Ian Romanick wrote:
> >The r200 is the clear bottleneck, now
> >What we "need" next is the TMU3 patch...;-)
> 
> I'm still trying to work through the t_vertex conversion.  That should 
> help some too.  Of course, Quake3 only uses 2 TMUs anyway.  I'll post 
> what I have for the t_vertex conversion (working or not!) later today. 
> Maybe someone will be able to see what I'm doing wrong...

QuakeForge uses 3 tmus for map rendering (wall textures + lightmap +
fullbrights) if available.

Bill
-- 
Leave others their otherness. -- Aratak


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