>>105890780The rendering system is standard OpenGL 2, and 1.3 (2 is used mostly: there is also a 1.3 render path for older platforms and phones).
There is also a software renderer by , I think, Divverent (Rudolf Polzer), if my memory serves me.
FXAA smoothing exists as an option, and other opengl 2 effects can be done as one wishes by adding shaders to the code and referencing them.
There is no documentation other than txt files and comments in the code, which can be found here:
>https://sourceforge.net/p/chaose>squeanthology/darkplaces/ci/attempt0/tree/(make sure you are on attempt0 branch and not master, Master is a RACIST BRANCH THAT WORKS ON 16 bit!!!) (while attempt0 brings in 32 bit features like 4 million entity networking) (not possible on 16 bit branch due to the word limit on 16 bit architecture)
The 3d formats code is in this file:
>https://sourceforge.net/p/chaose>squeanthology/darkplaces/ci/attempt0/tree/model_brush.c>Note: Traditionally if one is targeting different rendering pipelines in Quake branches: one makes a new branch with that code (ex "GLQuake"), then drop in the different file (this is how the code is structured: each file does it's thing), and the user must choose the correct binary to run on their system