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Added a "tested on" system in README (no big deal)
Added some stuff to TODO Some more volumetric fog code, this isn't release quality but it won't affect anything.
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3 changed files with 34 additions and 14 deletions
1
README
1
README
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@ -209,6 +209,7 @@ User testimonies:
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Linux, RedHat 6.1, dual V2, Mesa 3.1
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Linux, Debian 2.2, PII 266 CPU, 3Dfx Voodoo3 3000 AGP, Mesa 3.1
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Linux, Debian Potato, K6-2, TNT1, ancient nvida glx drivers
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Linux 2.2 (Suse 6.1) Pentium-133, 8meg V2, with all targets at 16bpp; Mesa 3.1
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Linux 2.2, k6-2-350, quake-x11 -bpp 16
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Linux 2.2, k6-2-350, quake-gl mesa 3.1 glide2x voodoo2 8M
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Linux 2.0, k6-2-266, quake-x11 -bpp 16
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3
TODO
3
TODO
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@ -50,3 +50,6 @@ to quake-devel@lists.sourceforge.net with details.
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* Implement mp3 player
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* Implement mod/s3m/it/xm/etc player
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* Add compiled shared mod support .dll/.so, q2/q3-style
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* Finish Volumetric fog
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* Colored lighting for common tasks such as emitting a blue dynamic light
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from players with quad damage..
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@ -1164,7 +1164,7 @@ void R_RenderView (void)
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{
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double time1 = 0, time2 = 0;
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// Fixme: the last argument should be a cvar... r_fog_gamma
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GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.15};
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GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.1};
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if (r_norefresh.value)
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return;
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@ -1202,20 +1202,34 @@ Eric Windisch: I basicly rewrote what carmack had here to
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display _much_ prettier. small hack
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*/
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// The volume fog probally will not work yet :)
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if(r_volfog.value)
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{
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gl_Clear(GL_STENCIL_BUFFER_BIT);
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gl_ColorMask();
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glStencilOp(GL_KEEP, GL_ZERO, GL_REPLACE);
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glFogi (GL_FOG_MODE, GL_EXP2);
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glFogfv (GL_FOG_COLOR, colors);
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// fixme: GL_FOG_DENSITY should have r_volfog_density var
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glFogf (GL_FOG_DENSITY, 1);
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glEnable(GL_FOG);
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//R_RenderScene ();
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R_DrawWaterSurfaces();
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glDisable(GL_FOG);
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glStencilFunc(GL_EQUAL, 1, 1);
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glStencilMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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}
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if(r_fog.value)
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{
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// The volume fog probally will not work yet :)
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if(r_volfog.value)
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{
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glEnable(GL_STENCIL_TEST);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glStencilOp(GL_KEEP, GL_ZERO, GL_REPLACE);
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R_DrawWaterSurfaces();
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glStencilFunc(GL_EQUAL, 1, 1);
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glStencilMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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}
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// fixme: would be nice if the user could select what fogmode... (r_fog_mode)
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glFogi (GL_FOG_MODE, GL_EXP2);
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@ -1226,10 +1240,12 @@ display _much_ prettier. small hack
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}
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glEnable(GL_STEREO);
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R_RenderScene ();
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R_DrawViewModel ();
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if((!r_fog.value)||(!r_volfog.value))
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if(!r_volfog.value)
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{
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R_DrawWaterSurfaces ();
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}
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