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idtech4.net's Issues

idMaterial simplification

Reduce number of instances where keywords are parsed.

Example:

if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "clamp") == 0)
{
textureRepeat = TextureRepeat.Clamp;
}
else if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "noclamp") == 0)
{
textureRepeat = TextureRepeat.Repeat;
}
else if(StringComparer.InvariantCultureIgnoreCase.Compare(token.Value, "zeroclamp") == 0)
{
textureRepeat = TextureRepeat.ClampToZero;
}

This happens in multiple places.

Content Pipeline

idtech4.net uses the content pipeline for loading assets. This means all content has to be pre-processed before it can be loaded by the engine.

This causes obvious problems for games that use stock assets from Doom3 and require the user to copy them to their game directory. Stock assets cannot be loaded and cannot be compiled on the fly (the required components are only available to XNA developers).

The developer cannot precompile these assets and redistribute them as this is against the Doom3 licence.

I think we gain more by using the content pipeline than not using it. If possible it would be nice if we could think up a workaround.

Content Importer - Doom Fonts

Write a content importer for doom fonts so it can integrate properly with XNA SpriteFont's and so we can use TTF's.

Interpreter duplication

There's multiple versions of the script interpreter. One for scripts, materials, guis, etc.

Consolodate these.

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