It's not as flashy but it seems like it is better suited to eventual
integration to ioq3 if it maintains 100% compatibility with existing Q3
entity and rendering support.  Seems like a solid base to build from; I
wish you luck! (no, really, I really really do!)


> 2010/6/22 Evan Goers <[email protected]>
>
>> >From what I have learned from speaking with Tr3B and other
>> graphics-informed people, it's that the deformvertexes and various tcmod
>> functions cannot be stored in a VBO, or has other GLSL-related
>> implications
>> that prevent it from working. They were probably removed because of
>> these
>> reasons and that UrT probably has no real use for these functions
>> anyway,
>> besides for water effects or something.
>>
>> For what it's worth, all these functions are in XreaL(except for
>> deformVertexes), probably re-written to make it work. It might be worth
>> taking a look into how it's done in XreaL.
>>
>>
>> On Mon, Jun 21, 2010 at 8:14 AM, <[email protected]> wrote:
>>
>>> We had looked into this as well and there may be more work and testing
>>> someone would have to do.  From some mappers/coders:
>>>
>>> "someone(!) should inform him about the non-compatible parts (no tcMod
>>> rotate, no deformVertexes, r_overbrightbits is borked etc...)"
>>>
>>> I unfortunately don't have an extensive list or too many details, but
>>> it
>>> appears that there are some changes right off the bat that would make
>>> this
>>> unusable for the main branch.  Now I grant that that could be an issue
>>> with our implementation, but anyone working on this should make sure
>>> that
>>> all the base Q3 features are available with the new renderer.
>>>
>>> I honestly would have just assumed that they were but hey, perhaps they
>>> are not!
>>>
>>>
>>> > On Wed, Jun 9, 2010 at 10:21 PM,  <[email protected]> wrote:
>>> >> It's been around a while but looks like it was updated in the last
>>> day
>>> >> or
>>> >> two.  The source isn't directly linked so for those who are curious,
>>> >> here
>>> >> ya go:
>>> >
>>> > I ported it to the latest ioquake3 (r1785).  There wasn't much work
>>> to
>>> > do as far as converting to SDL etc.  The hard part was sorting out
>>> > what changes needed to be included.  ioUrbanTerror is mostly based on
>>> > a pre-SDL version of ioquake3 but it also has some recent changes
>>> > backported.  If this would be used upstream and someone can help me
>>> > test vanilla quake3, I'd be happy to help merge it.  I tried to keep
>>> > my diffs as close to 27's source code as I could since it's already a
>>> > big diff.  If it gets merged upstream, you would want to fix up the
>>> > diff so it applies cleaner with respect to removing small UrT changes
>>> > (e.g. urtconfig.cfg), newline cleanup, and indenting cleanup.
>>> >
>>> > I like this bloom filter better than the one in OpenArena.  And the
>>> > shiny water is very nice. :)
>>> >
>>> > Here's the one that shows all of the changes that are really
>>> > necessary.  This won't apply cleanly because it's a diff between my
>>> > UrT patches and 27's changes.  It is based on r1785 so it should be a
>>> > quick fix to merge the changes against the ioquake3 trunk.  This
>>> > should get you 95% of the way there.
>>> > http://pastebin.ca/1885022
>>> >
>>> > This one would apply cleanly if pastebin didn't mess up my diff.
>>> > There's one reject when you try to apply it.  This is a lot messier
>>> of
>>> > a diff because it includes my UrT changes and 27's bumpy changes.  I
>>> > would use the first one if you want to move the code upstream.  This
>>> > gets you 100% of the way there after fiddling with the diff so it
>>> > applies cleanly, but it has a lot of UrT changes.  I would use the
>>> > other diff.
>>> > http://pastebin.ca/1885028
>>> >
>>> > Note that both diffs need a tiny patch that 27 posted on the forums
>>> to
>>> > fix a bug with the bumpy code after I made the diffs.  You'll also
>>> > need the glsl/*.cfg files from the binary version (his other *.rar).
>>> > I put them in ~/.q3a/q3ut4/glsl/*.cfg
>>> >
>
> You may also have a look at
> http://patches.mercenariesguild.net/index.php?do=details&task_id=231&project=4
> That patch is based on Tremulous, but the sources are almost identical to
> ioquake3 (except the directory is called src instead of code, so you'll
> have
> to mv code src; apply patch; mv src code)
>
> It doesn't provide many graphical enhancements (yet), but it attempts to
> compile the Quake3 shaders into GLSL shaders. The benefit is that even
> multi-stage shaders can be rendererd in a single pass and it can always
> use
> static vertex data from VBOs.
>
> Unfortunately OpenGL before version 3.3 does not provide the blend modes
> required to compile any possible Quake3 shader, so in these cases it falls
> back to the original fixed-function multi-stage renderer.
>
> Otherwise all deform, texgen, texmod and rgbgen instructions in the shader
> are computed on the GPU, the world and model vertexes are uploaded into
> VBOs
> at map loading time and so the CPU just has to handle the sprites, decals
> and text output. Also dynamic lights and fog are rendered in separate
> fixed-function passes, but I plan to integrate them into the GLSL shaders
> in
> the future.

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