On Wed, Oct 31, 2001 at 12:27:22PM -0600, EvilTypeGuy wrote:
> > So here's what's left to do for Quake before we can basically say we did
> > everything we set out to do:
>
> > - Features in NQ and QW need to be the same
>
> Yes, trying to maintain both trees has been a huge headache when I've added
> things (i.e. see below for my comment about software brightness/contrast)
Yeah, I've basically been working to merge a few things so we can start
finishing up the code and merging some parts for our own sanity.
> > - overbright support
>
> Mmmm...overbright....
This is lighthalf. LordHavoc is probably going to do this using the
texenv combine stuff.
> > - dlights are still too slow
>
> Ugh, yes, yes they are...I just want to know why Quake3 can kick out
> framerates twice ours? :p
Turn off lightmap updates and you'll see why. Quake3 does not update
lightmaps. They have one texture for lights and they just draw a few
extra polygons to cover the places where lights are. I personally like
LordHavoc's way better, at least when multitexture is not available.
> > - LordHavoc's software brightness/contrast would be nice
>
> Errr...I already added LordHavoc's software brightness/contrast, since
> none of the hardware gamma stuff works for me :p
You're right, my mistake.
--
Joseph Carter <[EMAIL PROTECTED]> Free software developer
"...It was a lot faster than I thought it was going to be, much faster
than NT. If further speed increases are done to the server for the final
release, Oracle is going to be able to wipe their ass with SQL SERVER and
hand it back to M$ while the Oracle admins ... migrate their databases
over to Linux!"
PGP signature