mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-24 05:01:40 +00:00
653 lines
28 KiB
Text
653 lines
28 KiB
Text
OpenGL2
|
|
<insert ascii art here>
|
|
|
|
OpenGL2 is an alternate renderer for ioquake3. It aims to implement modern
|
|
features and technologies into the id tech 3 engine, but without sacrificing
|
|
compatibility with existing Quake 3 mods.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
FEATURES
|
|
-------------------------------------------------------------------------------
|
|
|
|
- Compatible with most vanilla Quake 3 mods.
|
|
- HDR Rendering, and support for HDR lightmaps
|
|
- Tone mapping and auto-exposure.
|
|
- Cascaded shadow maps.
|
|
- Multisample anti-aliasing.
|
|
- Texture upsampling.
|
|
- Advanced materials support.
|
|
- Advanced shading and specular methods.
|
|
- LATC and BPTC texture compression support.
|
|
- Screen-space ambient occlusion.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
INSTALLATION
|
|
-------------------------------------------------------------------------------
|
|
|
|
For *nix:
|
|
|
|
1. This should be identical to installing ioq3. Check their README for more
|
|
details.
|
|
|
|
|
|
For Win32:
|
|
|
|
1. Have a Quake 3 install, fully patched.
|
|
|
|
2. Copy the following files into Quake 3's install directory:
|
|
|
|
ioquake3.x86.exe
|
|
renderer_opengl1_x86.dll
|
|
renderer_opengl2_x86.dll
|
|
|
|
These can be found in build/release-mingw32-x86 after compiling, or bug
|
|
someone to release binaries.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
RUNNING
|
|
-------------------------------------------------------------------------------
|
|
|
|
1. Start ioquake3. (ioquake3.x86.exe on Win32)
|
|
|
|
2. Open the console (default key ~) and type '/cl_renderer opengl2; vid_restart'
|
|
|
|
3. Enjoy.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
CVARS
|
|
-------------------------------------------------------------------------------
|
|
|
|
Cvars for simple rendering features:
|
|
r_ext_compressed_textures - Automatically compress textures.
|
|
0 - No texture compression. (default)
|
|
1 - DXT/LATC texture compression if
|
|
supported.
|
|
2 - BPTC texture compression if supported.
|
|
|
|
r_ext_framebuffer_multisample - Multisample Anti-aliasing.
|
|
0 - None. (default)
|
|
1-16 - Some.
|
|
17+ - Too much!
|
|
|
|
r_ssao - Enable screen-space ambient occlusion.
|
|
Currently eats framerate and has some
|
|
visible artifacts.
|
|
0 - No. (default)
|
|
1 - Yes.
|
|
|
|
r_softOverbright - Enable software overbrighting. This enables
|
|
overbrighting even in a window. Is disabled
|
|
when r_toneMap 1 and r_hdr 1.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
Cvars for HDR and tonemapping:
|
|
r_hdr - Do scene rendering in a framebuffer with
|
|
high dynamic range. (Less banding, and
|
|
exposure changes look much better)
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_cameraExposure - Cheat. Alter brightness, in powers of two.
|
|
-2 - 4x as dark.
|
|
0 - Normal. (default)
|
|
0.5 - Sqrt(2)x as bright.
|
|
2 - 4x as bright.
|
|
|
|
r_postProcess - Enable post-processing.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_toneMap - Enable tone mapping. Requires
|
|
r_hdr and r_postProcess.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_forceToneMap - Cheat. Override built-in and map tonemap
|
|
settings and use cvars r_forceToneMapAvg,
|
|
r_forceToneMapMin, and r_forceToneMapMax.
|
|
0 - No. (default)
|
|
1 - Yes.
|
|
|
|
r_forceToneMapAvg - Cheat. Map average scene luminance to this
|
|
value, in powers of two. Requires
|
|
r_forceToneMap.
|
|
-2.0 - Dark.
|
|
-1.0 - Kinda dark. (default).
|
|
2.0 - Too bright.
|
|
|
|
r_forceToneMapMin - Cheat. After mapping average, luminance
|
|
below this level is mapped to black.
|
|
Requires r_forceToneMap.
|
|
-5 - Not noticeable.
|
|
-3.25 - Normal. (default)
|
|
0.0 - Too dark.
|
|
|
|
r_forceToneMapMin - Cheat. After mapping average, luminance
|
|
above this level is mapped to white.
|
|
Requires r_forceToneMap.
|
|
0.0 - Too bright.
|
|
1.0 - Normal. (default).
|
|
2.0 - Washed out.
|
|
|
|
r_autoExposure - Do automatic exposure based on scene
|
|
brightness. Hardcoded to -2 to 2 on maps
|
|
that don't specify otherwise. Requires
|
|
r_hdr, r_postprocess, and r_toneMap.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_forceAutoExposure - Cheat. Override built-in and map auto
|
|
exposure settings and use cvars
|
|
r_forceAutoExposureMin and
|
|
r_forceAutoExposureMax.
|
|
0 - No. (default)
|
|
1 - Yes.
|
|
|
|
r_forceAutoExposureMin - Cheat. Set minimum exposure to this value,
|
|
in powers of two. Requires
|
|
r_forceAutoExpsure.
|
|
-3.0 - Dimmer.
|
|
-2.0 - Normal. (default)
|
|
-1.0 - Brighter.
|
|
|
|
r_forceAutoExposureMax - Cheat. Set maximum exposure to this value,
|
|
in powers of two. Requires
|
|
r_forceAutoExpsure.
|
|
1.0 - Dimmer.
|
|
2.0 - Normal. (default)
|
|
3.0 - Brighter.
|
|
|
|
Cvars for advanced material usage:
|
|
r_normalMapping - Enable normal mapping for materials that
|
|
support it, and also specify advanced
|
|
shading techniques.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
2 - Yes, and use Oren-Nayar reflectance
|
|
model.
|
|
3 - Yes, and use tri-Ace's Oren-Nayar
|
|
reflectance model.
|
|
|
|
r_specularMapping - Enable specular mapping for materials that
|
|
support it, and also specify advanced
|
|
specular techniques.
|
|
0 - No.
|
|
1 - Yes, and use tri-Ace. (default)
|
|
2 - Yes, and use Blinn-Phong.
|
|
3 - Yes, and use Cook-Torrance.
|
|
4 - Yes, and use Torrance-Sparrow.
|
|
|
|
r_deluxeMapping - Enable deluxe mapping. (Map is compiled
|
|
with light directions.) Even if the map
|
|
doesn't have deluxe mapping compiled in,
|
|
an approximation based on the lightgrid
|
|
will be used.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_parallaxMapping - Enable parallax mapping for materials that
|
|
support it.
|
|
0 - No. (default)
|
|
1 - Yes.
|
|
|
|
r_baseSpecular - Set the specular reflectance of materials
|
|
which don't include a specular map or
|
|
use the specularReflectance keyword.
|
|
0 - No.
|
|
0.04 - Realistic. (default)
|
|
1.0 - Ack.
|
|
|
|
r_baseGloss - Set the glossiness of materials which don't
|
|
include a specular map or use the
|
|
specularExponent keyword.
|
|
0 - Rough.
|
|
0.3 - Default.
|
|
1.0 - Shiny.
|
|
|
|
r_baseNormalX - Set the scale of the X values from normal
|
|
maps when the normalScale keyword is not
|
|
used.
|
|
-1 - Flip X.
|
|
0 - Ignore X.
|
|
1 - Normal X. (default)
|
|
2 - Double X.
|
|
|
|
r_baseNormalY - Set the scale of the Y values from normal
|
|
maps when the normalScale keyword is not
|
|
used.
|
|
-1 - Flip Y.
|
|
0 - Ignore Y.
|
|
1 - Normal Y. (default)
|
|
2 - Double Y.
|
|
|
|
r_baseParallax - Sets the scale of the parallax effect for
|
|
materials when the parallaxDepth keyword
|
|
is not used.
|
|
0 - No depth.
|
|
0.01 - Pretty smooth.
|
|
0.05 - Standard depth. (default)
|
|
0.1 - Looks broken.
|
|
|
|
Cvars for image interpolation and generation:
|
|
r_imageUpsample - Use interpolation to artifically increase
|
|
the resolution of all textures. Looks good
|
|
in certain circumstances.
|
|
0 - No. (default)
|
|
1 - 2x size.
|
|
2 - 4x size.
|
|
3 - 8x size, etc
|
|
|
|
r_imageUpsampleMaxSize - Maximum texture size when upsampling
|
|
textures.
|
|
1024 - Default.
|
|
2048 - Really nice.
|
|
4096 - Really slow.
|
|
8192 - Crash.
|
|
|
|
r_imageUpsampleType - Type of interpolation when upsampling
|
|
textures.
|
|
0 - None. (probably broken)
|
|
1 - Bad but fast (default,
|
|
FCBI without second derivatives)
|
|
2 - Okay but slow (normal FCBI)
|
|
|
|
r_genNormalMaps - Naively generate normal maps for all
|
|
textures.
|
|
0 - Don't. (default)
|
|
1 - Do.
|
|
|
|
Cvars for the sunlight and cascaded shadow maps:
|
|
r_forceSun - Cheat. Force sunlight and shadows, using sun
|
|
position from sky material.
|
|
0 - Don't. (default)
|
|
1 - Do.
|
|
2 - Sunrise, sunset.
|
|
|
|
r_forceSunMapLightScale - Cheat. Scale map brightness by this factor
|
|
when r_forceSun 1.
|
|
1.0 - Default
|
|
|
|
r_forceSunLightScale - Cheat. Scale sun brightness by this factor
|
|
when r_forceSun 1.
|
|
1.0 - Default
|
|
|
|
r_forceSunAmbientScale - Cheat. Scale sun ambient brightness by this
|
|
factor when r_forceSun 1.
|
|
0.5 - Default
|
|
|
|
r_sunShadows - Enable sunlight and cascaded shadow maps for
|
|
it on maps that support it.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_sunlightMode - Specify the method used to add sunlight to
|
|
the scene.
|
|
0 - No.
|
|
1 - Multiply lit areas by light scale, and
|
|
shadowed areas by ambient scale.
|
|
(default)
|
|
2 - Add light. Looks better, but is slower
|
|
and doesn't integrate well with existing
|
|
maps.
|
|
|
|
r_shadowFilter - Enable filtering shadows for a smoother
|
|
look.
|
|
0 - No.
|
|
1 - Some. (default)
|
|
2 - Much.
|
|
|
|
r_shadowMapSize - Size of each cascaded shadow map.
|
|
256 - 256x256, ugly, probably shouldn't
|
|
go below this.
|
|
512 - 512x512, passable.
|
|
1024 - 1024x1024, good. (default)
|
|
2048 - 2048x2048, extreme.
|
|
4096 - 4096x4096, indistinguishable from
|
|
2048.
|
|
|
|
Cvars that you probably don't care about or shouldn't mess with:
|
|
r_mergeMultidraws - Optimize number of calls to
|
|
glMultiDrawElements().
|
|
0 - Don't.
|
|
1 - Do some. (default)
|
|
2 - Do more than necessary (eats CPU).
|
|
|
|
r_mergeLeafSurfaces - Merge surfaces that share common materials
|
|
and a common leaf. Speeds up rendering.
|
|
0 - Don't.
|
|
1 - Do. (default)
|
|
|
|
r_recalcMD3Normals - Recalculate the normals when loading an MD3.
|
|
Fixes normal maps in some cases but looks
|
|
ugly in others.
|
|
0 - Don't. (default)
|
|
1 - Do.
|
|
|
|
r_depthPrepass - Do a depth-only pass before rendering.
|
|
Speeds up rendering in cases where advanced
|
|
features are used. Required for
|
|
r_sunShadows.
|
|
0 - No.
|
|
1 - Yes. (default)
|
|
|
|
r_normalAmbient - Split map light into ambient and directed
|
|
portions when doing deluxe mapping. Not
|
|
very useful.
|
|
0 - Don't. (default).
|
|
0.3 - 30% ambient, 70% directed.
|
|
1.0 - 100% ambient.
|
|
|
|
r_mergeLightmaps - Merge the small (128x128) lightmaps into
|
|
2 or fewer giant (4096x4096) lightmaps.
|
|
Easy speedup.
|
|
0 - Don't.
|
|
1 - Do. (default)
|
|
|
|
r_shadowCascadeZNear - Near plane for shadow cascade frustums.
|
|
4 - Default.
|
|
|
|
r_shadowCascadeZFar - Far plane for shadow cascade frustums.
|
|
3072 - Default.
|
|
|
|
r_shadowCascadeZBias - Z-bias for shadow cascade frustums.
|
|
-256 - Default.
|
|
|
|
r_materialGamma - Gamma level for material textures.
|
|
(diffuse, specular)
|
|
1.0 - Quake 3, fastest. (default)
|
|
|
|
r_lightGamma - Gamma level for light.
|
|
(lightmap, lightgrid, vertex lights)
|
|
1.0 - Quake 3, fastest. (default)
|
|
|
|
r_framebufferGamma - Gamma level for framebuffers.
|
|
1.0 - Quake 3, fastest. (default)
|
|
|
|
r_tonemapGamma - Gamma applied after tonemapping.
|
|
1.0 - Quake 3, fastest. (default)
|
|
|
|
Cvars that have broken bits:
|
|
r_dlightMode - Change how dynamic lights look.
|
|
0 - Quake 3 style dlights, fake
|
|
brightening. (default)
|
|
1 - Actual lighting, no shadows.
|
|
2 - Light and shadows. (broken)
|
|
|
|
r_pshadowDist - Virtual camera distance when creating shadow
|
|
maps for projected shadows. Deprecated.
|
|
|
|
cg_shadows - Old shadow code. Deprecated.
|
|
|
|
|
|
-------------------------------------------------------------------------------
|
|
MATERIALS
|
|
-------------------------------------------------------------------------------
|
|
|
|
OpenGL2 supports .mtr files, which are basically the same as .shader files, and
|
|
are located in the same place, but override existing .shader files if they
|
|
exist. This is to allow maps and mods to use the new material features without
|
|
breaking the map when using the old renderer.
|
|
|
|
Here's an example of a material stored in one, showing off some new features:
|
|
|
|
textures/abandon/grass
|
|
{
|
|
qer_editorimage textures/abandon/grass.jpg
|
|
{
|
|
map textures/abandon/grass3_256_d.jpg
|
|
rgbgen identity
|
|
}
|
|
{
|
|
stage normalparallaxmap
|
|
map textures/abandon/grass3_1024_n.png
|
|
normalScale 1 1
|
|
parallaxDepth 0.05
|
|
}
|
|
{
|
|
stage specularmap
|
|
map textures/abandon/grass3_256_s.png
|
|
specularReflectance 0.12
|
|
specularExponent 16
|
|
}
|
|
{
|
|
map $lightmap
|
|
blendfunc GL_DST_COLOR GL_ZERO
|
|
}
|
|
}
|
|
|
|
The first thing to notice is that this is basically the same as old Quake 3
|
|
shader files. The next thing to notice are the new keywords. Here is what
|
|
they mean:
|
|
|
|
stage <type>
|
|
- State how this imagemap will be used by OpenGL2:
|
|
diffuseMap - Standard, same as no stage entry
|
|
normalMap - Image will be used as a normal map
|
|
normalParallaxMap - Image will be used as a normal map with
|
|
alpha treated as height for parallax mapping
|
|
specularMap - Image will be used as a specular map with
|
|
alpha treated as shininess.
|
|
|
|
specularReflectance <value>
|
|
- State how metallic this material is. Metals typically have a high
|
|
specular and a low diffuse, so this is typically high for them, and low
|
|
for other materials, such as plastic. For typical values for various
|
|
materials, see http://refractiveindex.info , pick a material, then scroll
|
|
down to the reflection calculator and look up its reflectance. Default
|
|
is 0.04, since most materials aren't metallic.
|
|
|
|
specularExponent <value>
|
|
- State how shiny this material is. Note that this is modulated by the
|
|
alpha channel of the specular map, so if it were set to 16, and the alpha
|
|
channel of the specular map was set to 0.5, then the shininess would be
|
|
set to 8. Default 256.
|
|
|
|
normalScale <x> <y>
|
|
- State the X and Y scales of the normal map. This is useful for increasing
|
|
or decreasing the "strength" of the normal map, or entering negative values
|
|
to flip the X and/or Y values. Default 1 1.
|
|
|
|
parallaxDepth <value>
|
|
- State the maximum depth of the parallax map. This is a fairly sensitive
|
|
value, and I recommend the default or lower. Default 0.05.
|
|
|
|
An important note is that normal and specular maps influence the diffuse map
|
|
declared before them, so materials like this are possible:
|
|
|
|
textures/terrain/grass
|
|
{
|
|
qer_editorimage textures/terrain/grass.jpg
|
|
|
|
{
|
|
map textures/terrain/rock.jpg
|
|
}
|
|
{
|
|
stage normalparallaxmap
|
|
map textures/terrain/rock_n.png
|
|
}
|
|
{
|
|
stage specularmap
|
|
map textures/terrain/rock_s.jpg
|
|
}
|
|
{
|
|
map textures/terrain/grass.jpg
|
|
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
alphaGen vertex
|
|
}
|
|
{
|
|
stage normalparallaxmap
|
|
map textures/terrain/grass_n.png
|
|
}
|
|
{
|
|
stage specularmap
|
|
map textures/terrain/grass_s.png
|
|
specularReflectance 0.12
|
|
}
|
|
{
|
|
map $lightmap
|
|
blendfunc GL_DST_COLOR GL_ZERO
|
|
}
|
|
}
|
|
|
|
Though note due to the complexity of lighting, dynamic light (including
|
|
sunlight with cascaded shadow maps) currently only works 100% on materials like
|
|
this, where the second diffuse map doesn't have its own alpha, and only
|
|
uses vertex alpha. YMMV.
|
|
|
|
Another addition to materials is working normal/specular maps on vertex lit
|
|
surfaces. To enable this, make your material look like this:
|
|
|
|
textures/vehicles/car
|
|
{
|
|
qer_editorimage textures/vehicles/car.jpg
|
|
|
|
{
|
|
map textures/vehicles/car.jpg
|
|
rgbGen vertexLit
|
|
}
|
|
{
|
|
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> <elevation>
|
|
<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, set r_sunlightMode to 1, 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 1.0 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. Set r_sunlightMode to 2 and 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.
|