Commit graph

29 commits

Author SHA1 Message Date
gmiranda
3456d22e63 First steps to get the demo working.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@38 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-12-14 18:37:40 +00:00
gmiranda
0a6c26e5aa README.txt added.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@33 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-31 17:48:08 +00:00
gmiranda
3451546e14 Id software's original README.txt
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@32 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-31 16:50:31 +00:00
gmiranda
e51d2a4987 Version 1.0 is the next release tag.
I've also updated the changes.

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@31 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-30 23:11:46 +00:00
gmiranda
6696bd3761 This file just changed (Microsoft Visual C++ 6.0 project file)
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@30 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-30 22:54:30 +00:00
gmiranda
3c1057083b Reverted to old blur algorithm. Anyways, now it doesn't seem to affect the skybox.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@29 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-30 22:34:51 +00:00
gmiranda
fe9904fb15 Sprites are not being cel-shaded. They won't be filtered!!!! (almost 2 hours of work).
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@28 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-30 19:50:12 +00:00
gmiranda
ab74a22465 Now it runs quake3-cel instead of quake3
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@27 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-28 12:48:39 +00:00
gmiranda
4d69b79ca7 I implemented a new blur algorithm. Works better, but there's something in the second pass that introduces more dots.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@26 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-28 12:46:49 +00:00
gmiranda
76b1e0f621 Revision 24 featured cleaner code, but a pointer bug was also in the same bag.
Also, I tried to solve the blur problem, changing setImage and getImage, but that downgraded (IMHO) blurring.

So... we have the same blurring problems (as of revision 22), but cleaner code.

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@25 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-28 11:47:38 +00:00
gmiranda
f378cc2a2d Code clean.
Filtering is only applied in one place, when the texture is loaded (it was being applied in each loading function, i.e. LoadBMP).

I tried solving the dots problem of blurring, with no success.

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@24 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-26 11:54:53 +00:00
gmiranda
b04cfb566a Output will be quake3-cel.exe (vector target).
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@23 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-26 11:52:56 +00:00
rutdaun
0109c81576 git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@22 db09e94b-7117-0410-a7e6-85ae5ff6e0e9 2006-07-23 20:10:37 +00:00
gmiranda
63c4ad4d41 Changed Kuwahara filter size to 10. The blur is applied after, not before. I think it gives the best look. Later, I will try a bigger window size.
The problem are sprites like buttons (next, play, ...). Thus, it would be nice to see if we can also differentiate from the rest of the models.

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@21 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 18:57:13 +00:00
gmiranda
09a0d67e50 Variable primitives at function R_DrawCel(), file tr_shade.c was not declared at the beginning of the function. This strict C compiler wasn't happy :P
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@20 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 18:35:23 +00:00
gmiranda
195ee1fd6e 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
2006-07-20 18:29:32 +00:00
paied
8282d23195 Linux Makefile update
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@18 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 17:57:37 +00:00
paied
13742c7f2d cel outline updates + r_celoutline 0/1 non-cheat
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@17 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 17:52:37 +00:00
gmiranda
312d942064 Removed .DS_Store, Mac OS X
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@16 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 09:33:44 +00:00
gmiranda
446c1969ab Nothing important
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@15 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-20 08:40:08 +00:00
gmiranda
096de66320 Reverted macosx/Q3Controller.m to English, so the search for q3 files dialog is not so funny now :P
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@13 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-13 07:58:03 +00:00
gmiranda
56a9f90ff8 FS_Startup changed.
Custom message is now:
Guillermo & Jordi game
----------------------
Quake III Arena Cell Shading
visit http://q3cellshading.sf.net

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@12 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-13 07:40:33 +00:00
gmiranda
a37ee874bd Say string reverted to English language.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@11 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-13 07:36:21 +00:00
gmiranda
883c92fb5d There's even no need to restore depthrange state. Don't even touch it.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@8 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-08 10:02:00 +00:00
gmiranda
0bd5b79001 Depth bug FIXED.
Code cleaned.
Cell shading code moved to void RB_StageIteratorGeneric( void ) [tr_shade.c].

:D:D:D:D:D:D:D:D

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@7 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-08 09:52:41 +00:00
gmiranda
5f5dc500bc Little changes...
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@6 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-07 19:01:30 +00:00
gmiranda
bd2629a753 WhiteTexture algorithm revised.
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@5 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-07 11:30:33 +00:00
gmiranda
b5a218091b Code cleaning: proper function names.
Added r_celshadalgo variable, so you can choose which texture algorithm to use: 0=none, 1=kuwahara, 2=whiteTexture.

git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@4 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-07 10:42:50 +00:00
gmiranda
db8ca37fa3 Initial commit
git-svn-id: https://svn.code.sf.net/p/q3cellshading/code/trunk@2 db09e94b-7117-0410-a7e6-85ae5ff6e0e9
2006-07-05 14:05:49 +00:00