[quake3] framebuffer patch needs testing

Jorge Peña jorgepblank at gmail.com
Sat Nov 17 14:31:56 EST 2007


I'd wish it did, but either way put it as a patch as well so that people who
are modifying ioq3 are able to implement it.

On Nov 17, 2007 8:15 AM, gord <gordallott at gmail.com> wrote:

>
> 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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