Keith Whitwell wrote:
I don't know how well tested that "holes" code is - it's pretty awful to look back on, certainly that code is more complex than it needs to be. Does doom3 look right with swtcl?
as far as I can see, yes. Actually, it looks pretty awful, faces are rendered very poorly, all creatures are literally split in half. However, this seems to be attributed to using doomIII's arb render system, which seems to have graphical glitches all over the place. At least it looks the same in some other OS (and also when using the fglrx driver, though this needs a vid_restart every 10s...), so if these glitches are not doomIII's fault, it would indicate it isn't easy to get it right on r200. The difference in visual quality when switching the render system (which you can do at any time by using "r_renderer arb", "r_renderer r200" and so on in the doomIII console) is IMHO dramatic (r200 is also slower than arb, so a visual difference is certainly expected).

Roland


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