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Evil Steve

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Woo, more screenshots. It's still not optimised (As you can see from the number of draw calls), but it's rendering every face in the level, properly textured.

I'm also really going to have to parse the visiblity information, the start map is 32486 vertices and 64122 indices, which is rather a lot to render in one go. Probably.

Anyway, not much more progress from the last entry, but at least this looks impressive [smile]

Start point
(Click to enlarge)


Entrance hall
(Click to enlarge)


The FPS is from a debug build, but I doubt it makes that much of a difference.
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