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.
This commit is contained in:
Eric Windisch 2000-01-07 03:59:52 +00:00
parent 6a7ae5008b
commit d1ac3a1abf
3 changed files with 34 additions and 14 deletions

1
README
View file

@ -209,6 +209,7 @@ User testimonies:
Linux, RedHat 6.1, dual V2, Mesa 3.1 Linux, RedHat 6.1, dual V2, Mesa 3.1
Linux, Debian 2.2, PII 266 CPU, 3Dfx Voodoo3 3000 AGP, Mesa 3.1 Linux, Debian 2.2, PII 266 CPU, 3Dfx Voodoo3 3000 AGP, Mesa 3.1
Linux, Debian Potato, K6-2, TNT1, ancient nvida glx drivers Linux, Debian Potato, K6-2, TNT1, ancient nvida glx drivers
Linux 2.2 (Suse 6.1) Pentium-133, 8meg V2, with all targets at 16bpp; Mesa 3.1
Linux 2.2, k6-2-350, quake-x11 -bpp 16 Linux 2.2, k6-2-350, quake-x11 -bpp 16
Linux 2.2, k6-2-350, quake-gl mesa 3.1 glide2x voodoo2 8M Linux 2.2, k6-2-350, quake-gl mesa 3.1 glide2x voodoo2 8M
Linux 2.0, k6-2-266, quake-x11 -bpp 16 Linux 2.0, k6-2-266, quake-x11 -bpp 16

3
TODO
View file

@ -50,3 +50,6 @@ to quake-devel@lists.sourceforge.net with details.
* Implement mp3 player * Implement mp3 player
* Implement mod/s3m/it/xm/etc player * Implement mod/s3m/it/xm/etc player
* Add compiled shared mod support .dll/.so, q2/q3-style * Add compiled shared mod support .dll/.so, q2/q3-style
* Finish Volumetric fog
* Colored lighting for common tasks such as emitting a blue dynamic light
from players with quad damage..

View file

@ -1164,7 +1164,7 @@ void R_RenderView (void)
{ {
double time1 = 0, time2 = 0; double time1 = 0, time2 = 0;
// Fixme: the last argument should be a cvar... r_fog_gamma // Fixme: the last argument should be a cvar... r_fog_gamma
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.15}; GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.1};
if (r_norefresh.value) if (r_norefresh.value)
return; return;
@ -1202,21 +1202,35 @@ Eric Windisch: I basicly rewrote what carmack had here to
display _much_ prettier. small hack display _much_ prettier. small hack
*/ */
if(r_fog.value)
{
// The volume fog probally will not work yet :) // The volume fog probally will not work yet :)
if(r_volfog.value) if(r_volfog.value)
{ {
gl_Clear(GL_STENCIL_BUFFER_BIT);
gl_ColorMask();
glEnable(GL_STENCIL_TEST); glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1); glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_ZERO, GL_REPLACE); glStencilOp(GL_KEEP, GL_ZERO, GL_REPLACE);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_volfog_density var
glFogf (GL_FOG_DENSITY, 1);
glEnable(GL_FOG);
//R_RenderScene ();
R_DrawWaterSurfaces(); R_DrawWaterSurfaces();
glDisable(GL_FOG);
glStencilFunc(GL_EQUAL, 1, 1); glStencilFunc(GL_EQUAL, 1, 1);
glStencilMask(GL_FALSE); glStencilMask(GL_FALSE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
} }
if(r_fog.value)
{
// fixme: would be nice if the user could select what fogmode... (r_fog_mode) // fixme: would be nice if the user could select what fogmode... (r_fog_mode)
glFogi (GL_FOG_MODE, GL_EXP2); glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors); glFogfv (GL_FOG_COLOR, colors);
@ -1226,10 +1240,12 @@ display _much_ prettier. small hack
} }
glEnable(GL_STEREO);
R_RenderScene (); R_RenderScene ();
R_DrawViewModel (); R_DrawViewModel ();
if((!r_fog.value)||(!r_volfog.value)) if(!r_volfog.value)
{ {
R_DrawWaterSurfaces (); R_DrawWaterSurfaces ();
} }