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601 lines
24 KiB
Text
601 lines
24 KiB
Text
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Rend2
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<insert ascii art here>
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Rend2 is an alternate renderer for ioquake3. It aims to implement modern
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features and technologies into the id tech 3 engine, but without sacrificing
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compatibility with existing Quake 3 mods.
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-------------------------------------------------------------------------------
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FEATURES
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-------------------------------------------------------------------------------
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- Compatible with most vanilla Quake 3 mods.
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- HDR Rendering, and support for HDR lightmaps
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- Tone mapping and auto-exposure.
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- Cascaded shadow maps.
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- Multisample anti-aliasing.
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- Texture upsampling.
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- Advanced materials support.
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- Advanced shading and specular methods.
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- sRGB support.
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- LATC and BPTC texture compression support.
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- Screen-space ambient occlusion.
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-------------------------------------------------------------------------------
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COMPILATION
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-------------------------------------------------------------------------------
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For *nix/MinGW:
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1. Download an appropriate version of the ioq3 source code. For version 32 of
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Rend2, r2328 should do, though the latest may work as well. For
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details on how to do this, see http://ioquake3.org/get-it/source-codes/ .
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2. Copy the patch file (for v32, vbos-glsl-31a.diff) into the directory you put
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the ioq3 source code. There should be a README in that directory.
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3. Run 'patch -p0 <vbos-glsl-31a.diff' then 'make'.
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Compiling on different platforms and with different compilers hasn't been
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tested. The MSVC project file should work, but it hasn't been tested.
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-------------------------------------------------------------------------------
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INSTALLATION
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-------------------------------------------------------------------------------
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For *nix:
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1. This should be identical to installing ioq3. Check their README for more
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details.
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For Win32:
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1. Have a Quake 3 install, fully patched.
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2. Copy the following files into Quake 3's install directory:
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ioquake3.x86.exe
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renderer_opengl1_x86.dll
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renderer_rend2_x86.dll
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These can be found in build/release-mingw32-x86 after compiling, or bug
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someone to release binaries.
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-------------------------------------------------------------------------------
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RUNNING
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-------------------------------------------------------------------------------
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1. Start ioquake3. (ioquake3.x86.exe on Win32)
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2. Open the console (default key ~) and type '/cl_renderer rend2; vid_restart'
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3. Enjoy.
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-------------------------------------------------------------------------------
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CVARS
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-------------------------------------------------------------------------------
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Cvars for simple rendering features:
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r_ext_compressed_textures - Automatically compress textures.
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0 - No texture compression. (default)
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1 - DXT/LATC texture compression if
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supported.
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2 - BPTC texture compression if supported.
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r_ext_framebuffer_multisample - Multisample Anti-aliasing.
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0 - None. (default)
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1-16 - Some.
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17+ - Too much!
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r_ssao - Enable screen-space ambient occlusion.
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Currently eats framerate and has some
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visible artifacts.
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0 - No. (default)
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1 - Yes.
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Cvars for HDR and tonemapping:
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r_hdr - Do scene rendering in a framebuffer with
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high dynamic range. (Less banding, and
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exposure changes look much better)
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0 - No.
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1 - Yes. (default)
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r_cameraExposure - Cheat. Alter brightness, in powers of two.
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-2 - 4x as dark.
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0 - Normal. (default)
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0.5 - Sqrt(2)x as bright.
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2 - 4x as bright.
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r_postProcess - Enable post-processing.
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0 - No.
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1 - Yes. (default)
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r_toneMap - Enable tone mapping. Requires
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r_hdr and r_postProcess.
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0 - No.
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1 - Yes. (default)
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r_forceToneMap - Cheat. Override built-in and map tonemap
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settings and use cvars r_forceToneMapAvg,
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r_forceToneMapMin, and r_forceToneMapMax.
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0 - No. (default)
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1 - Yes.
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r_forceToneMapAvg - Cheat. Map average scene luminance to this
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value, in powers of two. Requires
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r_forceToneMap.
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-2.0 - Dark.
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-1.0 - Kinda dark. (default).
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2.0 - Too bright.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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below this level is mapped to black.
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Requires r_forceToneMap.
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-5 - Not noticeable.
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-3.25 - Normal. (default)
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0.0 - Too dark.
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r_forceToneMapMin - Cheat. After mapping average, luminance
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above this level is mapped to white.
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Requires r_forceToneMap.
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0.0 - Too bright.
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1.0 - Normal. (default).
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2.0 - Washed out.
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r_autoExposure - Do automatic exposure based on scene
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brightness. Hardcoded to -2 to 2 on maps
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that don't specify otherwise. Requires
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r_hdr, r_postprocess, and r_toneMap.
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0 - No.
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1 - Yes. (default)
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r_forceAutoExposure - Cheat. Override built-in and map auto
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exposure settings and use cvars
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r_forceAutoExposureMin and
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r_forceAutoExposureMax.
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0 - No. (default)
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1 - Yes.
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r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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-3.0 - Dimmer.
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-2.0 - Normal. (default)
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-1.0 - Brighter.
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r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
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in powers of two. Requires
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r_forceAutoExpsure.
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1.0 - Dimmer.
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2.0 - Normal. (default)
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3.0 - Brighter.
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r_srgb - Treat all input textures as sRGB, and do
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final rendering in a sRGB framebuffer. Only
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required if assets were created with it in
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mind.
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0 - No. (default)
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1 - Yes.
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Cvars for advanced material usage:
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r_normalMapping - Enable normal mapping for materials that
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support it, and also specify advanced
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shading techniques.
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0 - No.
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1 - Yes. (default)
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2 - Yes, and use Oren-Nayar reflectance
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model.
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3 - Yes, and use tri-Ace's Oren-Nayar
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reflectance model.
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r_specularMapping - Enable specular mapping for materials that
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support it, and also specify advanced
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specular techniques.
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0 - No.
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1 - Yes, and use tri-Ace. (default)
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2 - Yes, and use Blinn-Phong.
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3 - Yes, and use Cook-Torrance.
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4 - Yes, and use Torrance-Sparrow.
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r_deluxeMapping - Enable deluxe mapping. (Map is compiled
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with light directions.) Even if the map
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doesn't have deluxe mapping compiled in,
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an approximation based on the lightgrid
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will be used.
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0 - No.
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1 - Yes. (default)
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r_parallaxMapping - Enable parallax mapping for materials that
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support it.
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0 - No. (default)
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1 - Yes.
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Cvars for image interpolation and generation:
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r_imageUpsample - Use interpolation to artifically increase
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the resolution of all textures. Looks good
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in certain circumstances.
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0 - No. (default)
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1 - 2x size.
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2 - 4x size.
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3 - 8x size, etc
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r_imageUpsampleMaxSize - Maximum texture size when upsampling
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textures.
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1024 - Default.
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2048 - Really nice.
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4096 - Really slow.
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8192 - Crash.
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r_imageUpsampleType - Type of interpolation when upsampling
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textures.
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0 - None. (probably broken)
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1 - Bad but fast (default,
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FCBI without second derivatives)
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2 - Okay but slow (normal FCBI)
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r_genNormalMaps - Naively generate normal maps for all
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textures.
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0 - Don't. (default)
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1 - Do.
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Cvars for the sunlight and cascaded shadow maps:
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r_forceSun - Cheat. Force sunlight and shadows, using sun
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position from sky material.
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0 - Don't. (default)
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1 - Do.
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2 - Sunrise, sunset.
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r_forceSunMapLightScale - Cheat. Scale map brightness by this factor
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when r_forceSun 1.
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0.5 - Default
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r_forceSunLightScale - Cheat. Scale sun brightness by this factor
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when r_forceSun 1.
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0.5 - Default
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r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this
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factor when r_forceSun 1.
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0.2 - Default
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r_sunShadows - Enable sunlight and cascaded shadow maps for
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it on maps that support it.
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0 - No.
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1 - Yes. (default)
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r_shadowFilter - Enable filtering shadows for a smoother
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look.
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0 - No.
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1 - Some. (default)
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2 - Much.
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r_shadowMapSize - Size of each cascaded shadow map.
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256 - 256x256, ugly, probably shouldn't
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go below this.
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512 - 512x512, passable.
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1024 - 1024x1024, good. (default)
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2048 - 2048x2048, extreme.
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4096 - 4096x4096, indistinguishable from
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2048.
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Cvars that you probably don't care about or shouldn't mess with:
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r_mergeMultidraws - Optimize number of calls to
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glMultiDrawElements().
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0 - Don't.
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1 - Do some. (default)
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2 - Do more than necessary (eats CPU).
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r_mergeLeafSurfaces - Merge surfaces that share common materials
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and a common leaf. Speeds up rendering.
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0 - Don't.
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1 - Do. (default)
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r_recalcMD3Normals - Recalculate the normals when loading an MD3.
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Fixes normal maps in some cases but looks
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ugly in others.
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0 - Don't. (default)
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1 - Do.
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r_depthPrepass - Do a depth-only pass before rendering.
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Speeds up rendering in cases where advanced
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features are used. Required for
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r_sunShadows.
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0 - No.
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1 - Yes. (default)
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r_normalAmbient - Split map light into ambient and directed
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portions when doing deluxe mapping. Not
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very useful.
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0 - Don't. (default).
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0.3 - 30% ambient, 70% directed.
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1.0 - 100% ambient.
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r_mergeLightmaps - Merge the small (128x128) lightmaps into
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2 or fewer giant (4096x4096) lightmaps.
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Easy speedup.
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0 - Don't.
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1 - Do. (default)
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r_shadowCascadeZNear - Near plane for shadow cascade frustums.
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4 - Default.
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r_shadowCascadeZFar - Far plane for shadow cascade frustums.
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3072 - Default.
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r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
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-256 - Default.
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Cvars that have broken bits:
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r_dlightMode - Change how dynamic lights look.
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0 - Quake 3 style dlights, fake
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brightening. (default)
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1 - Actual lighting, no shadows.
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2 - Light and shadows. (broken)
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r_pshadowDist - Virtual camera distance when creating shadow
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maps for projected shadows. Deprecated.
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cg_shadows - Old shadow code. Deprecated.
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-------------------------------------------------------------------------------
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MATERIALS
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-------------------------------------------------------------------------------
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Rend2 supports .mtr files, which are basically the same as .shader files, and
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are located in the same place, but override existing .shader files if they
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exist. This is to allow maps and mods to use the new material features without
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breaking the map when using the old renderer.
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Here's an example of a material stored in one, showing off some new features:
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textures/abandon/grass
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{
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qer_editorimage textures/abandon/grass.jpg
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{
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map textures/abandon/grass3_256_d.jpg
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rgbgen identity
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}
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{
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stage normalparallaxmap
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map textures/abandon/grass3_1024_n.png
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}
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{
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stage specularmap
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map textures/abandon/grass3_256_s.png
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specularReflectance 0.12
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specularExponent 16
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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The first thing to notice is that this is basically the same as old Quake 3
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shader files. The next thing to notice are the new keywords. Here is what
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they mean:
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stage <type>
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- State how this imagemap will be used by Rend2:
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diffuseMap - Standard, same as no stage entry
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normalMap - Image will be used as a normal map
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normalParallaxMap - Image will be used as a normal map with
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alpha treated as height for parallax mapping
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specularMap - Image will be used as a specular map with
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alpha treated as shininess.
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specularReflectance <value>
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- State how metallic this material is. Metals typically have a high
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specular and a low diffuse, so this is typically high for them, and low
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for other materials, such as plastic. For typical values for various
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materials, see http://refractiveindex.info , pick a material, then scroll
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down to the reflection calculator and look up its reflectance. Default
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is 0.04, since most materials aren't metallic.
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specularExponent <value>
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- State how shiny this material is. Note that this is modulated by the
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alpha channel of the specular map, so if it were set to 16, and the alpha
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channel of the specular map was set to 0.5, then the shininess would be
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set to 8. Default 256.
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An important note is that normal and specular maps influence the diffuse map
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declared before them, so materials like this are possible:
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textures/terrain/grass
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{
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qer_editorimage textures/terrain/grass.jpg
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{
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map textures/terrain/rock.jpg
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}
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{
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stage normalparallaxmap
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map textures/terrain/rock_n.png
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}
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{
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stage specularmap
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map textures/terrain/rock_s.jpg
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}
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{
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map textures/terrain/grass.jpg
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blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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alphaGen vertex
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}
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{
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stage normalparallaxmap
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map textures/terrain/grass_n.png
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}
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{
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stage specularmap
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map textures/terrain/grass_s.png
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specularReflectance 0.12
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}
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{
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map $lightmap
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blendfunc GL_DST_COLOR GL_ZERO
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}
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}
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Though note due to the complexity of lighting, dynamic light (including
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sunlight with cascaded shadow maps) currently only works 100% on materials like
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this, where the second diffuse map doesn't have its own alpha, and only
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uses vertex alpha. YMMV.
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Another addition to materials is working normal/specular maps on vertex lit
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surfaces. To enable this, make your material look like this:
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textures/vehicles/car
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{
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qer_editorimage textures/vehicles/car.jpg
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{
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map textures/vehicles/car.jpg
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rgbGen vertexLit
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}
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{
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||
|
stage normalparallaxmap
|
||
|
map textures/vehicles/car_n.jpg
|
||
|
}
|
||
|
{
|
||
|
stage specularmap
|
||
|
map textures/vehicles/car_s.jpg
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Note the new keyword, 'vertexLit' after rgbGen. This is analogous to
|
||
|
'rgbGen vertex', except a light direction will be determined from the lightgrid
|
||
|
and used with the normal and specular maps. 'exactVertexLit' exists as well,
|
||
|
and is the equivalent for 'exactVertex'.
|
||
|
|
||
|
|
||
|
-------------------------------------------------------------------------------
|
||
|
DYNAMIC SUNLIGHT AND CASCADED SHADOW MAPS
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
|
||
|
|
||
|
q3gl2_sun <red> <green> <blue> <intensity> <degrees> <mapLightScale>
|
||
|
<ambientLightScale>
|
||
|
|
||
|
Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
|
||
|
and the last two indicate scaling factors for the map brightness and an ambient
|
||
|
light of the same color as the sun.
|
||
|
|
||
|
There are currently two ways to use this in your own (and other people's) maps.
|
||
|
|
||
|
1. Create your map as normal and add a 'q3gl2_sun' line after your
|
||
|
'q3map_sun' line in your sky material, like so:
|
||
|
|
||
|
textures/skies/bluesky
|
||
|
{
|
||
|
qer_editorimage textures/skies/bluesky.jpg
|
||
|
|
||
|
surfaceparm nomarks
|
||
|
surfaceparm noimpact
|
||
|
surfaceparm nolightmap
|
||
|
surfaceparm sky
|
||
|
q3map_sunExt 240 238 200 100 195 35 3 16
|
||
|
q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
|
||
|
q3map_skylight 50 16
|
||
|
q3map_lightimage $whiteimage
|
||
|
|
||
|
skyparms env/bluesky - -
|
||
|
}
|
||
|
|
||
|
The advantages with this method are that your map will continue to work
|
||
|
with the old renderer with the sunlight baked into the lightmap, and it
|
||
|
can be used with existing maps without recompilation. The downside is
|
||
|
artifacts like doubled shadows and uneven shadow edges.
|
||
|
|
||
|
2. Use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so:
|
||
|
|
||
|
textures/skies/bluesky
|
||
|
{
|
||
|
qer_editorimage textures/skies/bluesky.jpg
|
||
|
|
||
|
surfaceparm nomarks
|
||
|
surfaceparm noimpact
|
||
|
surfaceparm nolightmap
|
||
|
surfaceparm sky
|
||
|
q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2
|
||
|
q3map_skylight 50 16
|
||
|
q3map_lightimage $whiteimage
|
||
|
|
||
|
skyparms env/bluesky - -
|
||
|
}
|
||
|
|
||
|
The advantages with this method are that you don't get the artifacts that
|
||
|
characterize the other method, and your map compiles a lot faster without
|
||
|
the sunlight bouncing calculations. The downsides are that your map will
|
||
|
not display properly with the old renderer, and you lose the bounced light
|
||
|
that compiling the map with q3map_sun* in it would have.
|
||
|
|
||
|
|
||
|
-------------------------------------------------------------------------------
|
||
|
TONE MAPPING AND AUTO EXPOSURE
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is:
|
||
|
|
||
|
q3gl2_tonemap <toneMapMin> <toneMapAvg> <toneMapMax <autoExposureMin>
|
||
|
<autoExposureMax>
|
||
|
|
||
|
Each of these settings corresponds to a matching cvar, so you can view and
|
||
|
adjust the effect before settling on fixed settings.
|
||
|
|
||
|
|
||
|
-------------------------------------------------------------------------------
|
||
|
THANKS
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
I'd like to take this part of the readme to thank the numerous people who
|
||
|
contributed thoughts, ideas, and whole swaths of code to this project.
|
||
|
|
||
|
- Id Software, for creating Quake 3 and releasing its source code under a
|
||
|
GPL license, without which this project would not be possible.
|
||
|
|
||
|
- Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the
|
||
|
ioquake3 team and contributors, for improving massively upon the raw Quake
|
||
|
3 source, and accepting my and gimhael's modular renderer patch.
|
||
|
|
||
|
- Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me
|
||
|
liberally copy code from you. :)
|
||
|
|
||
|
- Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho,
|
||
|
Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the
|
||
|
Boomstick Studios, for contributing code, feature requests, and testing.
|
||
|
|
||
|
- Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department,
|
||
|
for creating the tri-Ace shading equations and posting their derivations in
|
||
|
simple English.
|
||
|
|
||
|
- Matthias 'gimhael' Bentrup, for random ideas and bits of code.
|
||
|
|
||
|
- Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough
|
||
|
that I'd write documentation. :)
|
||
|
|
||
|
- The folks at #ioquake3, who don't seem to mind when I suddenly drop a
|
||
|
screenshot and insist on talking about it. :)
|
||
|
|
||
|
- And lots of various other random people, who posted on forums, blogs, and
|
||
|
Wikipedia, who helped in small but numerous ways.
|
||
|
|
||
|
If I missed you in this section, feel free to drop me a line and I'll add you.
|
||
|
|
||
|
|
||
|
-------------------------------------------------------------------------------
|
||
|
CONTACT
|
||
|
-------------------------------------------------------------------------------
|
||
|
|
||
|
My name is James Canete, and I wrote most of this readme. Also, a renderer.
|
||
|
|
||
|
If you wish to get in touch with me, try my GMail at use.less01 (you should be
|
||
|
able to solve this), or look for SmileTheory in #ioquake3 on irc.freenode.net.
|