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mentioned directx work
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<br>VA Linux will be making "QuakeForge" T-shirts for the QuakeForge core developers. Just so developers and users outside the project aren't left out, Copyleft will be selling QuakeForge T-shirts as well.<br>
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<br>Raptor's global volumetric fog can now be used with r_fog < n >.<br>
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"ok, if you wanna use fog for now on, id suggest r_fog .0005", raptor in #quakeforge<br>
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<br>We need to redesign the QuakeForge logo, it seems we're not allowed to use the Quake 1 symbol in it according to the CEO of id Software, Todd Hollenshead.<br>
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<br>Joao Miguel is working on rewriting the Quake Engine's rendering pipeline in order to add DirectX support, which includes Direct3D, DirectMusic, etc. He says things are going pretty well and that he should have something usable in a week or so.<br>
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<br><b>2000-1-18</b>: Palisade is working aavga into a vid_tty.c handler to make text QuakeForge embedded.<br>
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<br><b>2000-1-14</b>: Laurent Giroud is working on merging Amiga support into QuakeForge, cross your fingers!<br>
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<br><b>2000-1-13</b>: The Aftershock engine is currently being maintained on our CVS by <a href="mailto:lazyX@home.com">Stephen Taylor</a>, the author of Aftershock. Stephen is also working with us to merge QuakeForge and Aftershock. Aftershock is a Q3A-like rendering engine which can render Q3A levels almost perfectly. You can join in on the discussion by <a href="http://lists.sourceforge.net/mailman/listinfo/quake-aftershock">subscribing</a> to the quake-aftershock mailing list.<br>
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