Added CHANGES.txt.
Deleted unused variables in tr_image.c. git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@19 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
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2 changed files with 15 additions and 5 deletions
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CHANGES.txt
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CHANGES.txt
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Trunk (No version name given yet)
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=================================
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New features:
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* Alternative cell shading algorithm (white texture). You can try using the supplied shortcut or by running "quake3.cs +set r_celshadalgo 2".
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* Rocket smoke trail and sprites like fonts do not have the cel shading contourn. That should make things easy to read and multiple rockets in a game won't bug the players.
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Bug fixes:
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* Mirrors weren't working as expected, now it's fixed.
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* Sky/depth bug fixed. This was very noticeable ;-)
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* New Makefile. Should be easier to make under Linux.
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New variables:
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* r_celshadalgo Disable(0), Enable Kuwahara Filtering(1), Enable White Texture(2) for Cel Shading.
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* r_celoutline Disable(0) or Enable(1) cell shading contourn.
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@ -841,9 +841,8 @@ for(row=rows-1; row>=arow+3; row--)
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void blur(int columns, int rows, byte *targa_rgba)
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{
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byte *pixbuf;
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int row, column;
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float red,green,blue, gris;
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float red,green,blue;
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float ared,agreen,ablue;
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ared=agreen=ablue=128;
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@ -951,7 +950,6 @@ void blur(int columns, int rows, byte *targa_rgba)
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* Converts the texture to a white image.
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*/
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void whiteTexture(int columns, int rows, byte *targa_rgba){
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byte *pixbyf;
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int row, column;
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for(row=0;row<rows;row++){
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@ -1009,9 +1007,7 @@ void whiteTexture(int columns, int rows, byte *targa_rgba){
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void kuwahara(int columns, int rows, byte *targa_rgba)
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{
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byte channel;
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int column, row;
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int size = 5;
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byte *pixbuf;
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int index1,index2;
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int width = columns-4;
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int height = rows-4;
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