[Gtkradiant] CVS: OS X Radiant, one dozen donuts, and a sprinkle of Q3Map2

ydnar gtkradiant@zerowing.idsoftware.com
Tue, 14 Jan 2003 10:17:45 -0800


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Re: [Gtkradiant] CVS: OS X Radiant, one dozen donuts,Whoops. Guess =
working on Intel too long...

I associate big with right and little with wrong. ;)


  ----- Original Message -----=20
  From: tigital=20
  To: gtkradiant@zerowing.idsoftware.com=20
  Sent: Tuesday, January 14, 2003 10:01 AM
  Subject: Re: [Gtkradiant] CVS: OS X Radiant, one dozen donuts, and a =
sprinkle of Q3Map2


     GtkRadiant/tools/quake3/q3map2/changelog.q3map2.txt
    !
    ! 2.3.34 (2003-01-08)
    !
    ! - Building from merged GtkRadiant 1.2 -> 1.3 merged codebase
    ! - IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the =
BSP file.
    !   They are re-read in by -light from the MAP file. This has two =
consequences:
    !   + It is no longer necessary to re-BSP & re-vis a map in order to =
change
    !     lighting. You can just change lights in the map file and run =
-light.
    !   + Slightly smaller BSP file, due to fewer entities
    !   + Faster loading time, as the game code doesn't have to deal =
with them
    ! - Added new -ne (normal epsilon) and -de (distance epsilon) for =
tuning precision
    !   of plane snapping to correct potential AAS/BSP issues
    ! - Using latest PicoModel, with support for RTCW MDC models
    ! - Surfaces per raw lightmap are now sorted by shader name, which =
should give
    !   slightly better lightmap efficiency and lower in-game shader =
counts
    ! - Adjusted model code to use correct m4x4_t code & angles key
    ! - Minor bugfix in patch color gradient calculation code
    ! - Silenced erroneous areaportal warning spew
    ! - q3map_tcGen now works on model surfaces
    ! - Using default radiosity subdivide of 256 again (should make =
radiosity faster)
    ! - Enabled byte-swapping code so Q3Map2 can be compiled/run on =
little-endian
    !   architectures (Mac OS X)


  ...Good work Ydnar!


  ...But, one little quibble:  PPC (and hence Mac OS X) is BIG-endian; =
Intel is little-endian...


  l8r,
  tigital
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donuts,</TITLE>
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<DIV><FONT size=3D2>Whoops. Guess working on Intel too =
long...</FONT></DIV>
<DIV><FONT size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2>I associate big with right and little with wrong.=20
;)</FONT></DIV>
<DIV><FONT size=3D2></FONT>&nbsp;</DIV>
<DIV><FONT size=3D2></FONT>&nbsp;</DIV>
<BLOCKQUOTE dir=3Dltr=20
style=3D"PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; =
BORDER-LEFT: #000000 2px solid; MARGIN-RIGHT: 0px">
  <DIV style=3D"FONT: 10pt arial">----- Original Message ----- </DIV>
  <DIV=20
  style=3D"BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: =
black"><B>From:</B>=20
  <A title=3Dtigital@mac.com href=3D"mailto:tigital@mac.com">tigital</A> =
</DIV>
  <DIV style=3D"FONT: 10pt arial"><B>To:</B> <A=20
  title=3Dgtkradiant@zerowing.idsoftware.com=20
  =
href=3D"mailto:gtkradiant@zerowing.idsoftware.com">gtkradiant@zerowing.id=
software.com</A>=20
  </DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Sent:</B> Tuesday, January 14, 2003 =
10:01=20
  AM</DIV>
  <DIV style=3D"FONT: 10pt arial"><B>Subject:</B> Re: [Gtkradiant] CVS: =
OS X=20
  Radiant, one dozen donuts, and a sprinkle of Q3Map2</DIV>
  <DIV><BR></DIV>
  <BLOCKQUOTE cite=3D""=20
    =
type=3D"cite"><B>&nbsp;GtkRadiant/tools/quake3/q3map2/changelog.q3map2.tx=
t</B></BLOCKQUOTE>
  <BLOCKQUOTE cite=3D"" type=3D"cite"><TT>!<BR>! 2.3.34 =
(2003-01-08)<BR>!<BR>! -=20
    Building from merged GtkRadiant 1.2 -&gt; 1.3 merged codebase<BR>! - =

    IMPORTANT NEW CHANGE: Light entities are now STRIPPED from the BSP=20
    file.<BR>!&nbsp;&nbsp; They are re-read in by -light from the MAP =
file. This=20
    has two consequences:<BR>!&nbsp;&nbsp; + It is no longer necessary =
to re-BSP=20
    &amp; re-vis a map in order to change<BR>!&nbsp;&nbsp;&nbsp;&nbsp; =
lighting.=20
    You can just change lights in the map file and run =
-light.<BR>!&nbsp;&nbsp;=20
    + Slightly smaller BSP file, due to fewer entities<BR>!&nbsp;&nbsp; =
+ Faster=20
    loading time, as the game code doesn't have to deal with them<BR>! - =
Added=20
    new -ne (normal epsilon) and -de (distance epsilon) for tuning=20
    precision<BR>!&nbsp;&nbsp; of plane snapping to correct potential =
AAS/BSP=20
    issues<BR>! - Using latest PicoModel, with support for RTCW MDC =
models<BR>!=20
    - Surfaces per raw lightmap are now sorted by shader name, which =
should=20
    give<BR>!&nbsp;&nbsp; slightly better lightmap efficiency and lower =
in-game=20
    shader counts<BR>! - Adjusted model code to use correct m4x4_t code =
&amp;=20
    angles key<BR>! - Minor bugfix in patch color gradient calculation =
code<BR>!=20
    - Silenced erroneous areaportal warning spew<BR>! - q3map_tcGen now =
works on=20
    model surfaces<BR>! - Using default radiosity subdivide of 256 again =
(should=20
    make radiosity faster)<BR>! - Enabled byte-swapping code so Q3Map2 =
can be=20
    compiled/run on little-endian</TT></BLOCKQUOTE>
  <BLOCKQUOTE cite=3D"" type=3D"cite"><TT>!&nbsp;&nbsp; architectures =
(Mac OS=20
    X)</TT></BLOCKQUOTE>
  <DIV><TT><BR></TT></DIV>
  <DIV><TT>...Good work Ydnar!</TT></DIV>
  <DIV><TT><BR></TT></DIV>
  <DIV><TT>...But, one little quibble:&nbsp; PPC (and hence Mac OS X) is =

  BIG-endian; Intel is little-endian...</TT></DIV>
  <DIV><TT><BR></TT></DIV>
  <DIV><TT>l8r,</TT></DIV>
  <DIV><TT>tigital</TT></DIV></BLOCKQUOTE></BODY></HTML>

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