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Just a stupid question.
Does the DarkPlaces engine support Transform & Lighting?
If no, why?
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HarryButt
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In contrast to old crappy Direct3D versions OpenGL never needed any special measures to "support" T&L. So yes, T&L "works", but in a world where every GPU has programmable vertex and pixel shaders it's a completely obsoleted term. If you disable GLSL it'll use the old fixed rendering pipeline (which includes T&L on Geforce-class cards and up), if GLSL is enabled the kind of stuff which used to be handled by the T&L-unit is done with the shaders.
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SavageX
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It's just because I was told that T&L is kind of useful for high-polygon stuff. A friend of mine is building a map and asked, if there's any performance-related limit to polycount.
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HarryButt
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