[quake3] framebuffer patch needs testing

gord gordallott at gmail.com
Sat Nov 17 11:15:06 EST 2007


On Fri, 2007-11-16 at 14:35 -0800, Jorge Peña wrote:
> I haven't worked on my game in a while but just in case I do again I
> bookmarked the email, is there any particular place you're going to
> keep it at? Maybe you should add it as an attachment on ioq3's
> bugzilla, even though I doubt it'll become part of the engine since
> it's extra features. 


patch is on bugzilla now, sorry forgot to include the link:
http://bugzilla.icculus.org/show_bug.cgi?id=3422


On Fri, 2007-11-16 at 15:21 -0800, Zachary Slater wrote:
> 
> Once the patch is better tested, it'll go on the patches page.
> 
> 

is there any particular reason why this patch could not become part of
the mainline codebase? its disabled by default, does not alter the
actual quake 3 engine (just changes where it renders to) and if the user
does not have the required hardware capabilities it should be completely
bypassed (ie: as if it isn't part of the engine) 

when developing this patch i was working under the following guidelines
taken from the ioquake3 README:
"The focus for ioquake3 to develop a stable base suitable for further
development, and provide players with the same Quake 3 experience
they've had
for years. As such ioq3 does not have any significant graphical
enhancements
and none are planned at this time. However, improved graphics and sound
patches will be accepted as long as they are entirely optional, do not
require new media and are off by default."

and its not like graphical enhancements havn't been applied in the past
(r_ext_texture_filter_anisotropic comes to mind).
-- 
gord <gordallott at gmail.com>
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