[quake3] Quake 3 Raytracing Patch

Daniel Lord daniel at brightfire.com
Thu Mar 6 23:08:22 EST 2008


Thilo,You are running on LInux right?

I guess this needs work for Mac OS X UNIX.

When I get some time, I'll poke around and see what I can accomplish.

Daniel

On 3/6/08, Thilo Schulz <arny at ats.s.bawue.de> wrote:
>
> On Donnerstag, 6. März 2008, Stephan Reiter wrote:
> > Some screenshot goodness:
> > http://picasaweb.google.de/stephan.reiter/IoQuake3Raytraced
> >
> > Looking forward to hearing from the brave that try this, :-)
> > Stephan
>
>
> I managed to compile your code and tested it on my system of course. Know
> also, apart from the not completely applyable part, that the patch applied
> without any conflicts at all against my EliteForce stuff.
>
> A few things I noticed: the Quake3 game assets are a bit older than
> EliteForce's, and thus standard quake3 offers fewer opportunities to show
> off
> the raytracing stuff.
> A few textures seem to be garbled. E.g. the shadow of the player is a
> garbled
> rectangular on the floor, but you know that already I guess.
> And finally the lighting is of course very different and sometimes not
> what
> you would expect. Considering that quake3 was never meant to be raytraced
> this is understandable.
>
> It runs on my Athlon 64 3200 with about 2-3 fps at a resolution of 800x600
> :)
>
> As your videos were pretty small and not as much could be seen on them I
> created a video with larger resolution, encoded using the ffmpeg h.264codec.
> Mplayer or VLC should play it alright.
> Here's the link:
>
> http://thilo.tjps.eu/download/raytracing2.avi
>
> I rendered this at a resolution of 1024x768 using ioquake3's built-in
> video
> recorder. Average framerate was about 1 fps :)
>
> --
>
> Thilo Schulz
>
>


-- 
Some people building C++/Obj-C code on OS X with Xcode and who have a
problem to solve think: "I know, I'll use the Boost Libraries". Now they
have two problems--three if they are planning on using Boost for regular
expressions.
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