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- Applied a patch from Jean-Fran�ois St-Amour:
- fixes dlight shine-through problem - adds transparent console as per http://www.quakesrc.org/?Page=tutorials&Dir=Quake2
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4 changed files with 19 additions and 7 deletions
1
THANKS
1
THANKS
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@ -27,5 +27,6 @@ Brady McCary <mccary@tamu.edu>
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Faried Nawaz <fn@hungry.org>
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'RvB' <hansmaulwurf@blinkenlights.ch>
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Victor Shkamerda <vvs@auto.bnm.org>
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Jean-François St-Amour <jfs@videotron.ca>
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Jeff Teunissen <deek@quakeforge.net>
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Ulrich 'Q' Spoerlein <q@galgenberg.net>
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4
TODO
4
TODO
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@ -30,11 +30,11 @@ from http://www.quakesrc.org/?Page=tutorials&Dir=Quake2 :
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(replace - with X when done)
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X Removing shadows on certain objects
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- Fixing dlight shine trough
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X Fixing dlight shine trough
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- Fix for left over icons on windows taskbar
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- Adding a clock to the console
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- Adding Q3A's cvar list
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- Transparent console
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X Transparent console
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- How to add .m32 texture support to the Quake2 engine and compile tools.
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- TGA textures
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X Stencil buffered shadows
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@ -120,7 +120,7 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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cplane_t *splitplane;
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float dist;
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msurface_t *surf;
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int i;
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int i, sidebit;
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if (node->contents != -1)
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return;
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@ -143,6 +143,17 @@ void R_MarkLights (dlight_t *light, int bit, mnode_t *node)
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surf = r_worldmodel->surfaces + node->firstsurface;
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for (i=0 ; i<node->numsurfaces ; i++, surf++)
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{
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dist = DotProduct (light->origin, surf->plane->normal) - surf->plane->dist;
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if (dist >= 0)
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sidebit = 0;
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else
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sidebit = SURF_PLANEBACK;
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if ( (surf->flags & SURF_PLANEBACK) != sidebit )
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continue;
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if (surf->dlightframe != r_dlightframecount)
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{
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surf->dlightbits = 0;
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@ -421,9 +432,9 @@ void R_AddDynamicLights (msurface_t *surf)
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if ( fdist < fminlight )
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{
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pfBL[0] += ( frad - fdist ) * dl->color[0];
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pfBL[1] += ( frad - fdist ) * dl->color[1];
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pfBL[2] += ( frad - fdist ) * dl->color[2];
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pfBL[0] += ( fminlight - fdist ) * dl->color[0];
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pfBL[1] += ( fminlight - fdist ) * dl->color[1];
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pfBL[2] += ( fminlight - fdist ) * dl->color[2];
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}
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}
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}
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@ -895,7 +895,7 @@ void R_SetGL2D (void)
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qglDisable (GL_CULL_FACE);
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qglDisable (GL_BLEND);
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qglEnable (GL_ALPHA_TEST);
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qglColor4ubv (color_white);
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qglColor4f (1,1,1,0.3);
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}
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/*
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