blobrana wrote:
Hum,
i have no idea,
but i imagine that they haven’t actually written that bit of code, yet...
And, i seem to recall that quake 2 isn’t a `true` 3d program anyway...
perhaps someone else can enlighten us?
Quake2 is true3D, not sure what you mean by that. It uses a full 3D plane based BSP tree to carve up the world geometry into convex volumes. Contrast this to Doom1/2 type games which use a 2D BSP where lines are used to carve up the 2D map (as viewed from above) into closed areas.
There were OS4 native versions of quake 2 ages ago (I saw it at the Bath show) that used hardware acceleration. This depended on straight ports of existing warp3d and MiniGL.
However, since then, warp3d has moved on. I think its the case that an updated hw renderer depends on a complete rework of MiniGL, specifically one that uses warp3d v4+ vertex array methods only (the older versions did not use any v4 methods).
This is important because things like hardware level multitexturing (which is essential for top performance in Quake style engines which use textures for the lighting) are not possible with the warp3d v1-v3 API and can only be used with v4 (and even then only on the OS4 native version of Warp3D).