Some clarifications
No, it's based off of Quake2 not Quake3, I've contributed to it a bit.
Raedwulf - several open source engines and games use skeletal animation, it's nothing new, I've had support for a skeletal model format in DarkPlaces Quake engine (which powers Nexuiz) since 2002, Nexuiz has been using exclusively skeletal animation from the beginning.
To be honest xreal has no good reason to require OpenGL3.x drivers - there were extensions for the functionality that OpenGL3.x made strictly required, for example GL_ARB_vertex_buffer_object.
But xreal has always been focused on the bleeding edge of technology, I've never really understood why, but I work on game engines, not tech demos, so I haven't had the opportunity to require the latest OpenGL API (DarkPlaces for example still supports Voodoo cards, while also making good use of a GF9 or RadeonHD).
Originally posted by Eragon
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Raedwulf - several open source engines and games use skeletal animation, it's nothing new, I've had support for a skeletal model format in DarkPlaces Quake engine (which powers Nexuiz) since 2002, Nexuiz has been using exclusively skeletal animation from the beginning.
To be honest xreal has no good reason to require OpenGL3.x drivers - there were extensions for the functionality that OpenGL3.x made strictly required, for example GL_ARB_vertex_buffer_object.
But xreal has always been focused on the bleeding edge of technology, I've never really understood why, but I work on game engines, not tech demos, so I haven't had the opportunity to require the latest OpenGL API (DarkPlaces for example still supports Voodoo cards, while also making good use of a GF9 or RadeonHD).
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