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    <body><span class="vcard"><a class="email" href="mailto:use.less01@gmail.com" title="James Canete <use.less01@gmail.com>"> <span class="fn">James Canete</span></a>
</span> changed
              <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - cubemap support for opengl2"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5979">bug 5979</a>
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            <th>What</th>
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            <th>Added</th>
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           <td style="text-align:right;">Attachment #3363 is obsolete</td>
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           </td>
           <td>1
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           <td style="text-align:right;">Attachment #3364 is obsolete</td>
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           </td>
           <td>1
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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - cubemap support for opengl2"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5979#c2">Comment # 2</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW --- - cubemap support for opengl2"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5979">bug 5979</a>
              from <span class="vcard"><a class="email" href="mailto:use.less01@gmail.com" title="James Canete <use.less01@gmail.com>"> <span class="fn">James Canete</span></a>
</span></b>
        <pre>Created <span class=""><a href="attachment.cgi?id=3374&action=diff" name="attach_3374" title="cubemap support and more for opengl2, v2">attachment 3374</a> <a href="attachment.cgi?id=3374&action=edit" title="cubemap support and more for opengl2, v2">[details]</a></span>
cubemap support and more for opengl2, v2

So I should probably post something, or I'm never going to stop tweaking this
thing.

So here's a v2 of the cubemap patch, only I've done a lot more than just
cubemaps.  I've been reading up on the presentations at SIGGRAPH, and
implemented a bunch of things.

- Implemented more specular types.  Here are the r_specularMapping settings:
  1 - Blinn-Phong.
  2 - Blinn-Phong with Fresnel.
  3 - Cook-Torrance as done by Stephen McAuley -
<a href="http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf">http://blog.selfshadow.com/publications/s2012-shading-course/mcauley/s2012_pbs_farcry3_notes_v2.pdf</a>
  4 - Neumann-Neumann as done by Yoshiharu Gotanda - 
<a href="http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf">http://research.tri-ace.com/Data/s2012_beyond_CourseNotes.pdf</a>
  5 - Cook-Torrance as done by Dimitar Lazarov -
<a href="http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf">http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf</a>

- Added EnvironmentBRDF() from
<a href="http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf">http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf</a>
for modifying cube map reflections by glossiness.

- Sped up the lightall render path by making the fragment program work in
tangent space instead of world space.

- Reduced number of GLSL shaders compiled by assuming that a normal map and
specular map are always given.  As a result, all surfaces have specular now,
except in fast light mode.

- Tweaked default specular.

- Removed code to read cubemaps.txt, and instead parse the BSP's map entities. 
If a misc_cubemap is found, it'll use those, and if not, info_player_deathmatch
locations will be used instead.

- Removed r_normalAmbient, and replaced with r_deluxeSpecular.  I've noticed
that specular using deluxemaps looks bad in a lot of circumstances, so
r_deluxeSpecular allows you to adjust the specular hardness [0-1], or eliminate
the specular altogether [0].  Defaults to 0.5.

- Slight speedup by simplifying the deluxemapping code.  The previous code was
too complex and did not noticeably improve the look.

- Added r_cubeMapping to turn cubemaps on and off.

- Some other things I've probably forgotten by now.</pre>
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