From: Chris I. <wil...@us...> - 2004-02-23 18:59:54
|
ADMIN: please ignore pending email > I'm wondering though why the heck quakeworld actually uses so much > texsubimage2d calls. Typically, games specify textures at level load > time and leave them completely alone after that - at least those games I > profiled with oprofile never showed texsubimage2d calls. Is there > something special about the quakeworld 3d engine? dynamic lightmaps, any lightmap that has changed due to muzzle flash, rockets, lightening, or anything else that is putting out light. I am told alot of FPS use lightmaps and alter those lightmaps for such things. But, if you have a better method, please feel free to comment. Vertex lighting is not an option to be considered, if you've seen it in Q3 which uses lightmaps and Vertex lighting(optional) you will see that it is just plain wrong in places due to the size of the triangles. |