Elite Force Comparison Shots
Stephan Reiter
stephan.reiter at gmail.com
Wed Mar 5 16:01:16 EST 2008
I've fixed some problems today, I'd like to let you know about:
1. Aligned cameras - the raytracer now renderes the exact same view as the
original version.
2. I've been able to integrate the previously standalone shader compiler
into the ioquake3 engine. When a map loads, shaders are compiled to native
code much like the VM for x86-64. Basically C++ code is written into a
temporary file, g++ is invoked to create a shared library, which is then
loaded into memory.
Some things I'd like to fix before giving you a first version of the code:
1. Get rid of GLEW-dependencies: I'll simply add the required extensions to
QGL. Basically just PBO-support, which should be easy to do.
2. Test it on my Mac. :-)
3. Backport the changes to the latest revision of the ioquake3 code. I think
you'd be happy to get it this way and not with included EF stuff. Thilo's
patch should be easy to apply, because I'm basically just touching code in
the renderer-subdirectory.
And to let the subject of this mail make sense: I've uploaded a collection
of comparison screenshots of the original and the raytraced version. Take a
look at them here:
http://picasaweb.google.de/stephan.reiter/EliteForceComparisonShots
Enjoy! Thanks for your support,
Stephan
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