So, bad news bears. Well, kinda bad news bears.
The most recent commit to my cleanup-opengl branch.
The good news is, my vertex array approach vastly, significantly, enormously (we're talking like 10x framerate up to 600fps) improves performance in ERZ2 on my uncapped branch.
The bad news is,
1. It breaks basically every special effect (lighting, colormapping, everything) in OpenGL.
2. Jesus christ holy fuck no I am not working on that renderer anymore. It's BAD. REALLY BAD.
Unfortunately, I will have to rewrite the entire renderer from scratch to just make things work. Leaving the fixed function pipeline backend as an option is absolutely out of the question now, if I were to continue with this. It's bad, broken, and an unmaintainable mess.
EDIT: Clarification, I am investigating a full rewrite of the OpenGL renderer, but it will take time to get any results. I am looking at what other engines are doing and may end up doing something similar to the Doom iOS approach.
The most recent commit to my cleanup-opengl branch.
The good news is, my vertex array approach vastly, significantly, enormously (we're talking like 10x framerate up to 600fps) improves performance in ERZ2 on my uncapped branch.
The bad news is,
1. It breaks basically every special effect (lighting, colormapping, everything) in OpenGL.
2. Jesus christ holy fuck no I am not working on that renderer anymore. It's BAD. REALLY BAD.
Unfortunately, I will have to rewrite the entire renderer from scratch to just make things work. Leaving the fixed function pipeline backend as an option is absolutely out of the question now, if I were to continue with this. It's bad, broken, and an unmaintainable mess.
EDIT: Clarification, I am investigating a full rewrite of the OpenGL renderer, but it will take time to get any results. I am looking at what other engines are doing and may end up doing something similar to the Doom iOS approach.
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