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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>
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<a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - 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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<td style="text-align:right;">Attachment #3374 is obsolete</td>
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<td>1
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<b><a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - cubemap support for opengl2"
href="https://bugzilla.icculus.org/show_bug.cgi?id=5979#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_ASSIGNED "
title="ASSIGNED --- - 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=3384&action=diff" name="attach_3384" title="cubemap support and more for opengl2, v3">attachment 3384</a> <a href="attachment.cgi?id=3384&action=edit" title="cubemap support and more for opengl2, v3">[details]</a></span>
cubemap support and more for opengl2, v3
This will probably be the version I push to github, barring any serious
problems.
New features:
-r_baseGloss and r_baseSpecular. These two cvars control the gloss and
specular of surfaces that don't specify otherwise. They default to 0.3 and
0.04, respectively.
-r_specularIsMetallic. This cvar controls whether the specular texture is the
specular reflectance at normal incidence (0), or if the red channel indicates
metallicness (1). If r_specularIsMetallic is 1 and the red channel is 1, then
the diffuse texture is used as specular reflectance at normal incidence, and
the diffuse reflectance is set to 0.
-set the fragment program to use world space again, because lighting
calculations weren't correct when the tangent space was non-orthogonal.
-added a simple occlusion hack for deluxe specular and cubemaps, to avoid odd
brightness in dark areas of textures. This should probably be removed and
replaced with a combination of the ssao and texture ao.
-all lit surfaces use cubemaps now, including models.
-some cleanup</pre>
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