diff --git a/README.txt b/README.txt index 65235fae..72d90daf 100644 --- a/README.txt +++ b/README.txt @@ -271,7 +271,7 @@ __________________________________________ scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look - really good which should you give stable 100 fps on todays hardware. + really good which should give you stable 100 fps on todays hardware (2014). The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. diff --git a/neo/renderer/Cinematic.cpp b/neo/renderer/Cinematic.cpp index 41f9a733..84dec0e9 100644 --- a/neo/renderer/Cinematic.cpp +++ b/neo/renderer/Cinematic.cpp @@ -57,7 +57,7 @@ extern "C" #define INT64_C(c) (c ## LL) #define UINT64_C(c) (c ## ULL) #endif -#include +//#include //#endif #include