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
This commit is contained in:
gmiranda 2006-07-20 18:29:32 +00:00
parent 8282d23195
commit 195ee1fd6e
2 changed files with 15 additions and 5 deletions

14
CHANGES.txt Normal file
View file

@ -0,0 +1,14 @@
Trunk (No version name given yet)
=================================
New features:
* Alternative cell shading algorithm (white texture). You can try using the supplied shortcut or by running "quake3.cs +set r_celshadalgo 2".
* 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.
Bug fixes:
* Mirrors weren't working as expected, now it's fixed.
* Sky/depth bug fixed. This was very noticeable ;-)
* New Makefile. Should be easier to make under Linux.
New variables:
* r_celshadalgo Disable(0), Enable Kuwahara Filtering(1), Enable White Texture(2) for Cel Shading.
* r_celoutline Disable(0) or Enable(1) cell shading contourn.

View file

@ -841,9 +841,8 @@ for(row=rows-1; row>=arow+3; row--)
void blur(int columns, int rows, byte *targa_rgba)
{
byte *pixbuf;
int row, column;
float red,green,blue, gris;
float red,green,blue;
float ared,agreen,ablue;
ared=agreen=ablue=128;
@ -951,7 +950,6 @@ void blur(int columns, int rows, byte *targa_rgba)
* Converts the texture to a white image.
*/
void whiteTexture(int columns, int rows, byte *targa_rgba){
byte *pixbyf;
int row, column;
for(row=0;row<rows;row++){
@ -1009,9 +1007,7 @@ void whiteTexture(int columns, int rows, byte *targa_rgba){
void kuwahara(int columns, int rows, byte *targa_rgba)
{
byte channel;
int column, row;
int size = 5;
byte *pixbuf;
int index1,index2;
int width = columns-4;
int height = rows-4;