Tue Apr 17, 2012 1:27 pm by Spike
it probably includes a 5th in the easy skill selection.
any engine that still uses fans/strips instead of drawing the lot in one go is transforming/interpolating/lighting each vertex up to 3 times, and messes up its cpu cache on every api call.
also if there are particle effects attached, then yeah, framerates will plummet.
]/r_drawflame 1
]timerefresh
0.024622 seconds (5198.631454 fps)
]/r_drawflame 0
]timerefresh
0.024011 seconds (5330.949493 fps)
fte still interpolates verticies on the cpu, but only once (yay for vertex arrays). lighting is done in a vertex shader. fte's model/backend separation is basically like q3, just the backend knows about glsl and model lighting is one of the things that is offloaded onto the gpu.
fte doesn't use vbos for models still. it really should be fixed to do so though as platforms like nacl would really benefit from it, as would 10k vertex skeletal models (though those are already positioned on the gpu).