gmiranda
3456d22e63
First steps to get the demo working.
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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
6696bd3761
This file just changed (Microsoft Visual C++ 6.0 project file)
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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.
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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).
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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
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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.
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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.
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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.
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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).
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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.
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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
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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.
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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
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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
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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
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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
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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
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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.
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Custom message is now:
Guillermo & Jordi game
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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.
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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.
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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.
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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...
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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.
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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.
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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
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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