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Rend2 #1151

Merged
merged 831 commits into from
Oct 3, 2023
Merged

Rend2 #1151

merged 831 commits into from
Oct 3, 2023

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SomaZ
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@SomaZ SomaZ commented May 23, 2023

So, this is a working version of a fork of the ioquake3 renderer2 for the Jedi Academy Multiplayer. This is still WIP, but all the essential vanilla renderer features are implemented.

Enabling the renderer via comandline:
"cl_renderer rd-rend2;vid_restart"

Pull request currently includes:

  • rend2 renderer
  • fix for the github actions linux x86 build (not needed anymore and removed)
  • fixes for compiling the mp vanilla and dedicated renderers without gore
  • correct sdl includes

Special thanks to following people:
@SmileTheory for the original renderer2
@eezstreet and @ensiform for their effort in porting the renderer to Jedi Academy
@xycaleth for writing nearly all the new essential parts of the renderer

SomaZ and others added 30 commits May 24, 2018 22:46
lots of fixes and additions
Make rend2 build and work on linux
Also took the chance to refactor some orthographic rendering code
Begin/end scene when rendering weather depth map
Since we're building up viewParms ourselves, there's no need to set up
anything in the refdef
SomaZ added 15 commits May 23, 2023 14:53
Missed this one...
and some additional cleanup.
It's currently buggy, especially when the portal surface is very close to the viewer. Might replace this with rendering a stencil first.
Since we upload scene data before rendering the sun shadow maps we need to alter all the related data before upload.
Rend2 will now gather all uniform buffer data before rendering anything. Also merges skyportal draws into the main pass rendering.

Cleaned up alot of old code on the way

Broken:
- DEFORM_PROJECTION_SHADOW
- Weather top down occlusion rendering

TODO:
- Merge shadow draws into single draw commits
- Check R_NewFrameSync() usage
- Reduce bsp tree traversal when building the different views
- make R_RecursiveWorldNode and R_MarkLeaves static again
Weather top down occlusion rendering now working again and correct usage of R_NewFrameSync().
.github/workflows/rend2.yml Outdated Show resolved Hide resolved
Looks like this was resolved, so its not needed anymore for x86 linux builds?
Razish
Razish previously approved these changes Sep 14, 2023
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@bartrpe bartrpe left a comment

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I've been testing this relentlessly since around 01.06.23. t's not even worth it to paste all the map names as most of them will be garbage to people but according to my logging system:

  • i played on 81 maps
  • i had 1113 GLM files loaded
  • i had 931 MD3 files loaded

any bug I encountered was already fixed. Nothing needs critical fix, there are no visible problematic errors anywhere.

Test machine of mine has had two GeForce cards:

  • MSI GT710 2 GB
  • ASUS 1050Ti

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@AlexCS1337 AlexCS1337 left a comment

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I tested it and works well, I think Somaz said something was missing from my screenshot but I don't think it was something major

@SomaZ
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SomaZ commented Sep 28, 2023

I tested it and works well, I think Somaz said something was missing from my screenshot but I don't think it was something major

I was thinking I did something stupid with the hdr ambient lighting from the lightgrid, but it turns out everything is fine from the code perspective. Just did something stupid in blender when baking the lightgrid.

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Have been testing this thoroughly on SomaZ's map on my AMD 6900xt on Windows 10, no issues.

@Razish Razish merged commit be28b4e into JACoders:master Oct 3, 2023
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7 participants