> I think you are missing something important here: The visuals in > Warzone are to a great extent made with the constraints of the current > engine in mind, and a new engine will have different constraints. If > we add more code paths and separate renderers, this will not only > create a lot of maintenance problems, as we saw with the software > renderer, we will also need to impose all constraints from all > renderers on everything that is displayed, which will IMHO strangle > graphics engine improvements. > > - Per
I was thinking that baseline support for a LOD system should be mandatory. every renderer must decide while levels-of-detail to use given those provided. a basic renderer (such as a software one, if implemented), would use only the lowest LOD models and textures, while the more advanced renderers would scale between LOD models in the same way that we scale between different resolution tertiles (though without the blending). strictly speaking, this system would make obsolete any need for mipmapping model textures, as the artist should select a texture resolution to match the model's level of detail. this would at least solve one problem with renderer maintaince, as graphics could continue to improve in the higher LOD realm while the cheaper renderers would use the low-quality stuff.
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