[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Tue Sep 6 07:13:28 EDT 2011


https://bugzilla.icculus.org/show_bug.cgi?id=4358

James Canete <use.less01 at gmail.com> changed:

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--- Comment #55 from James Canete <use.less01 at gmail.com> 2011-09-06 07:13:24 EDT ---
Created attachment 2963
  --> https://bugzilla.icculus.org/attachment.cgi?id=2963
V22 of VBO/GLSL patch

v22.

I added r_hdr.

Turning that to 0 turns off all the (visible) changes.

Well, it's not real HDR.  The skybox and entities aren't lit properly yet. 
Only lightmapped brushes actually use HDR lightmap values, and any surfaces
that use the fallback rendering path aren't HDR lit.  As well, I don't actually
render to a float buffer or anything, I just do the tone mapping in the shader.

Also it's super oversaturated and looks sort of like being on uppers, but I can
work that stuff out later.

As well, it requires some changes to q3map2, so I've made a patch for
netradiant's version, based on code from etxmap.  I'll upload that after this
patch.

wrt FBOs, this patch manages to do the adaptive tone mapping without them,
using ugly hacks with the frame buffer.  I'll probably get around to
implementing FBOs myself though, most likely based on xreal.  In this patch
though, I've added a renderer command, RB_PostProcess(), which is the correct
function for doing anything post world render but pre UI render.

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