Achievement | Engine/Game |
---|---|
storing world space positions in gbuffer | STALKER |
uploaded texture upside down | All Quake engines |
fixed function pipeline on top of a single vertex buffer | Tesseract |
made your own texture compression format that works with the driver's decoder somehow | Darkplaces (S2TC) |
cleared color, depth and stencil buffers individually | idTech4 |
line rendering with quads | Various |
per-vertex lighting | Cube, Minecraft, Gears of War, Skyrim |
used facet normals |
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A vertex buffer conceptually encodes a chunk of voxel data | |
which has some finite x/y extent, but fully covers z (where | |
is height). | |
Ignorning chunks which are at same x/y of the chunk viewer | |
is in, it's possible to skip two of the four n/s/e/w faces | |
in the chunk. (I.e. if the chunk is to the NW of viewer, | |
the N and W faces of the chunk cannot be visible.) | |
If we sort the faces in the index buffer to separate each |