98b24654b6
I guess it makes sense to apply gamma to the color, we do the same for the standard round particles. Also, this way the fragment shader for square particles references the uniCommon UBO (gamma is part of it) - apparently the Intel HD4000 (from Ivy Bridge) GPU driver for Windows has a bug that uniform blocks that exist in the shader source but aren't actually used can't be found (with glGetUniformBlockIndex(prog, name)), which we treat as an error in gl3_shaders.c initShader3D(). fixes #391 |
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doc | ||
src | ||
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CHANGELOG | ||
CMakeLists.txt | ||
LICENSE | ||
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README.md |
Yamagi Quake II
This is the Yamagi Quake II Client, an enhanced version of id Software's Quake II with focus on offline and coop gameplay. Both the gameplay and the graphics are unchanged, but many bugs if the last official release were fixed and some nice to have features like widescreen support and a modern OpenGL 3.2 renderer were added. Unlike most other Quake II source ports Yamagi Quake II is fully 64 bit clean. It works perfectly on modern processors and operating systems. Yamagi Quake II runs on nearly all common platforms; including FreeBSD, Linux, OpenBSD, Windows and OS X (experimental).
This code is build upon Icculus Quake II, which itself is based on Quake II 3.21. Yamagi Quake II is released under the terms of the GPL version 2. See the LICENSE file for further information.
Documentation
Before asking any questions read through the documentation! The current version can be found here: doc/01_index.md
Releases
The official releases (including Windows binaries) can be found at our homepage: https://www.yamagi.org/quake2