Darkplaces Code - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Development (https://forums.xonotic.org/forumdisplay.php?fid=12) +--- Thread: Darkplaces Code (/showthread.php?tid=1262) |
Darkplaces Code - master[mind] - 11-26-2010 Has anyone messed with the engine code? It's a nasty mess with very little in the way of comments. I'm looking for the offset mapping shader, but I've been going in circles. I am determined to shred this code to pieces till I understand it. I want to optimize a good chunk of it if possible, it feels slow sometimes. RE: Darkplaces Code - SavageX - 11-27-2010 grep "offsetmapping" *.c --> gl_rmain.c static const char *builtinshaderstring RE: Darkplaces Code - master[mind] - 11-27-2010 Ahhh, duh, though win7 doesn't have grep That's what I was worried about, I didn't see any references to shader code. Means LH didn't write his own... Edit: Nvm, it's a large string, parsed by GL? Who cares...I'll start sorting through it. RE: Darkplaces Code - SavageX - 11-28-2010 Hmmm... doesn't Win7 have some sort of indexing service for a fulltext search on files? Anyway, yes, GLSL shaders are delivered as sourcecode to the driver, which then compiles them, optimizing for the hardware present. Same is true for Cg. I think this also applies to HLSL, less sure on that, though. |