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Asgarath83

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Everything posted by Asgarath83

  1. uuuh, all limits of JKA code are related to bit maths... i fought for years with the bit maths of weapons and only recently i raise the limit to the max that can really support the engine (256 weapon slots.) mmm...,so is necessary to change to another value, like 32, the value of the max indexes of shader and vertexes, and also to fix the q_algin value for match with this edit? (for example, they shoould be both on 32, i guess)... sorry if i am shooting silly things, but i confess that i not understand much the bit math code related things. consider that i never finished high schools, so i lack of a lot of match knowledge. i have just the basic algebra knowledges of polinomes expressions.
  2. Thanks for the better explanation. honestly i had not a minimal idea or how to solve this trouble so i warned artemis that i was not sure that is the correct solution. i am fighting from years with the memory buffer allocations trouble. cause it is a pain in the ass for me, expecially the weapons number and force power limit to 32 bit slots and the menu limitations. i raised up NPC, SAB, visual FX and Menu buffer memory... but only 3 days ago i see how to replace the STAT_WEAPONS for raise the weapon limit and now i am testing how may weapons can effectly store the engine. i never gone deep on the issue of HD models, probabliy cause i'm loving vintage games so for me is not a big deal not have HD photorealistic modles into JKA. mmm so struct shaderCommands_s { glIndex_t indexes[SHADER_MAX_INDEXES] QALIGN(32); vec4_t xyz[SHADER_MAX_VERTEXES] QALIGN(32); vec4_t normal[SHADER_MAX_VERTEXES] QALIGN(32); vec2_t texCoords[SHADER_MAX_VERTEXES][NUM_TEX_COORDS] QALIGN(32); // ... } this edit can solve the problem of artemis? it should allow to models to double the numbers of vertex and shader indexes... not sure of that, honestly i not understand much of bit math.
  3. no problem, hope it help you
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