[quake3-bugzilla] [Bug 4358] Assorted renderer changes patch (VBO, GLSL, "modern" techniques etc.)
bugzilla-daemon at icculus.org
bugzilla-daemon at icculus.org
Tue Jan 10 07:01:12 EST 2012
https://bugzilla.icculus.org/show_bug.cgi?id=4358
James Canete <use.less01 at gmail.com> changed:
What |Removed |Added
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Attachment #2998|0 |1
is obsolete| |
--- Comment #63 from James Canete <use.less01 at gmail.com> 2012-01-10 07:01:05 EST ---
Created attachment 3067
--> https://bugzilla.icculus.org/attachment.cgi?id=3067
v26 of renderer patch
been a while, but here's v26.
Bunch of changes in this one.
First off is fake deluxe maps. I basically take the light direction from the
light grid at every bsp model vertex, and use that if the deluxe map is
missing. This means that maps don't have to be compiled with -deluxe to have
directional lighting, though of course they will look a lot better if they did.
Second is hdr vertex colors. These are stored in an external file, like hdr
lightmaps, and requires changes to q3map2.
Third is software overbright bits. This allows for overbright bits to be used
when in a window, but doesn't look exactly the same as before, as the obb are
applied before gamma correction instead of after.
Fourth, I remapped a couple of the cvars:
r_hdr: render in hdr, 0: off, 1: on
r_postprocess: apply post-processing effects, 0: off, 1: on
r_tonemap: apply tonemapping, requires r_postprocess 1 and r_hdr 1. 0: off, 1:
on with maps with auto-exposure, 2: always on.
r_autoexposure: dynamically change exposure levels depending on brightness,
requires r_hdr 1, r_postprocess 1, and r_tonemap >= 1. 0: off, 1: on with maps
with auto-exposure, 2: always on.
I think I may have broken anaglyph 3d as well, but I'll look at it later. :)
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