Bug 3774 - Add support for marks on triangle mesh surfaces.
Status: RESOLVED FIXED
Alias: None
Product: ioquake3
Classification: Unclassified
Component: Misc
Version: unspecified
Hardware: PC All
: P3 enhancement
Assignee: Zachary J. Slater
QA Contact: ioquake3 bugzilla mailing list
URL:
Depends on:
Blocks:
 
Reported: 2008-09-10 13:22 EDT by Oliver McFadden
Modified: 2009-10-16 16:26:42 EDT
1 user (show)

See Also:


Attachments
Add support for marks on triangle mesh surfaces. (4.77 KB, patch)
2008-09-10 13:23 EDT, Oliver McFadden

Description Oliver McFadden 2008-09-10 13:22:58 EDT
This patch adds support for bullet marks on triangle mesh surfaces. I'm not
sure how useful this for vanilla Quake 3 maps as they don't seem to have too
many triangle mesh surfaces.

I originally wrote it for XreaL based engines as they tend to use maps with a
lot more complex triangle mesh surfaces, but it might be useful in vanilla
Quake 3 for custom maps.

Note that the normal-dot-projection-direction check is disabled (same as the
unmodified code) because Quake 3's small triangle meshes tend to have a low
triangle count, and thus sharply changing normals. So it looks better for the
mark to "wrap around" the triangles, rather than having a sharp cut off.

I tested it on the small skull above the hallway near the Yellow Armor on
Q3DM6. Anyway, maybe it's useful for someone... :-)
Comment 1 Oliver McFadden 2008-09-10 13:23:31 EDT
Created attachment 1861 [details]
Add support for marks on triangle mesh surfaces.
Comment 2 Thilo Schulz 2009-10-13 13:40:37 EDT
I have done checking on this patch. Generally, it works fine, but you can only have 3, or 4 marks on triangle meshes as the polycount for marks is then hit. So at the moment, I am rather inclined to deny this patch. Sry.
Comment 3 Oliver McFadden 2009-10-14 08:00:04 EDT
(In reply to comment #2)
> I have done checking on this patch. Generally, it works fine, but you can only
> have 3, or 4 marks on triangle meshes as the polycount for marks is then hit.
> So at the moment, I am rather inclined to deny this patch. Sry.

Yeah, as I mentioned it was originally written for XreaL based engines so there is no problem increasing the maximum number of mark polygons there.

Actually I'm doing dynamic allocation of the mark polys now, but this might not be something that ioquake3 wants?

Also keep in mind that this is really just an enhancement; there are not a lot of triangle mesh surfaces in Quake 3 maps. I can only think of a few off the top of my head... It may, however, be something that other mods/engines want to consider.
Comment 4 Oliver McFadden 2009-10-14 16:26:56 EDT
Btw, I would also suggest increasing the mark poly count to something more reasonable now that marks on triangle mesh surfaces are supported; obviously they will generate more mark fragments.

After doing that, you can accurately check whether it will cause a significant performance impact. Currently, you may just be hitting an arbitrary limit; just a thought.
Comment 5 Thilo Schulz 2009-10-16 16:26:42 EDT
whatever. applied. :)