Search found 92 matches
- Mon May 11, 2015 11:24 pm
- Forum: Engine Programming
- Topic: .lit2 format - request for feedback
- Replies: 38
- Views: 6845
.lit2 format - request for feedback
Hi, Spike and I have been playing with a new .lit2 format for Q1 for high-res lightmaps, with different lightmap scale per-face. Here is the struct: typedef struct { char magic[4]; //"QLIT" unsigned int version; //2 unsigned int numsurfs; //should be checked against the bsps' surface count...
- Thu Apr 30, 2015 7:39 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6122065
Re: What are you working on?
Recently I was working on my tyrutils fork, latest build is here: http://www.celephais.net/board/view_thread.php?id=60967&start=334 Some of the new stuff: - surface lights. Not using a new lighting formula like the q3 tools, but it just takes a template light entity and copies it across surfaces...
- Thu Apr 30, 2015 7:30 pm
- Forum: Programming Tutorials
- Topic: Compatibility Benchmark Mods
- Replies: 45
- Views: 26883
Re: Compatibility Benchmark Mods
Good thread.. Not quite on topic but I uploaded a test map I used when modifying the QuakeSpasm renderer, to check for regressions from Fitz 0.85. http://quaketastic.com/files/misc/rendering-testmap2.zip Requires quoth (mapobject_custom to load an external .bsp). It's nothing special, but tests vari...
- Sat Apr 11, 2015 6:38 am
- Forum: Engine Programming
- Topic: Thoughts on Stencil not working on NVidia
- Replies: 9
- Views: 2145
Re: Thoughts on Stencil not working on NVidia
I have two laptops with NVidia (9400m, 650GT) I can offer for testing if you need it.
With the Dec 24 OSX build, sky looks fine, but if I set r_oldwater to 0, liquids are rendered solid white. Not sure if that is related or a different issue.
With the Dec 24 OSX build, sky looks fine, but if I set r_oldwater to 0, liquids are rendered solid white. Not sure if that is related or a different issue.
- Tue Mar 10, 2015 7:31 pm
- Forum: Engine Programming
- Topic: Compiling Parenthesis Without Recursion
- Replies: 8
- Views: 2168
Re: Compiling Parenthesis Without Recursion
Whenever you hit an opening paren, push something on to a stack that says "opening paren at character X".
When you hit a closing paren, you know it's closing the top paren on the stack, so pop that off.
When you hit a closing paren, you know it's closing the top paren on the stack, so pop that off.
- Tue Mar 10, 2015 6:23 am
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Mathematically on paper, the blending of 2 gamma corrected textures should yield the same texture as 2 non-gamma corrected textures which then have the gamma applied because the mixing is of the color components (R, G, B) which have individual gamma correction. On a computer it will be slightly dif...
- Mon Mar 09, 2015 7:34 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Hm, maybe you're right, Baker. At least, it could be better to go that route for an engine like Quakespasm which has no fancy visual effects. I just would just want to make some comparison images with transparent water, fog, etc., to see the difference between doing gamma on the finished frame vs th...
- Sun Mar 08, 2015 11:00 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Ah :) Yup, the framerate hit from impulse 255 at that resolution is about 40% (770->440fps). Anyhow, I'm pretty happy with this gamma implementation. From what I've seen I doubt it will ever get in the way of hitting 60fps (or even 120fps) on Quake maps. Running id1 content at very high resolutions ...
- Sun Mar 08, 2015 8:45 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6122065
Re: What are you working on?
Yeah sorry partly my fault, I probably should start a new thread for the (quake 1) light stuff I was working on. The latest build for now is in this post: http://www.celephais.net/board/view_thread.php?id=60967&start=287 The new stuff it has is ambient occlusion (aka dirtmapping), a sun dome fea...
- Sun Mar 08, 2015 8:35 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Booting into Windows, I tried dipping under water in e1m1 with RMQEngine and DirectQ, and both of those also show a ~50% fps drop when the render-to-texture screen warp kicks in. But again, 2880x1800 resolution, and the drop was ~700 to ~300fps. This is a laptop, too, and the gfx card isn't that gre...
- Sat Mar 07, 2015 6:26 am
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
I didn't realize it was that much of a perf hit, at least on id1 maps, but in e1m1 I go from 770fps with gamma 1 to 290fps with gamma != 1. I tried that at 2880x1800 to maximize the performance hit, w/ geforce 650gt 1024mb, OS X. On the other hand if I try one of the heaviest quake maps I know of, j...
- Sat Feb 28, 2015 10:40 pm
- Forum: Engine Programming
- Topic: Funny C Rules (And Low-Level Languages in general)
- Replies: 74
- Views: 52134
Re: Funny C Rules (And Low-Level Languages in general)
Yeah the dest->foo = src->foo; VectorCopy(src->pos, dest->pos); thing is awful. Using "const" liberally could detect mixing up the order of VectorCopy, but usually in Quake both source and dest are mutable. IMO the 0=success, 1=failure, or -1=less, 0=same, 1=greater stuff is horrible legac...
- Wed Feb 25, 2015 9:06 am
- Forum: Engine Programming
- Topic: Clang Windows
- Replies: 13
- Views: 2770
Re: Clang Windows
I agree, Baker, I've wasted a lot of time setting up dev environments. It's just time burnt away before you can actually start doing anything productive. (Btw, thanks for the reminder about Quakespasm's VS/Xcode projects not working on fresh installs, will put that on my todo list. IIRC they require...
- Sun Feb 22, 2015 9:19 am
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Baker, that's a cool idea. As long as you make sure to gamma-correct everything (lightmaps, textures, view-blend colors,..) it should work well. For cases where there's alpha blending - water, glass, pain flashes - you won't get exactly the same result as doing it on the finished image, right? (0.5 ...
- Sun Feb 08, 2015 10:43 pm
- Forum: Engine Programming
- Topic: dual monitor gamma issues
- Replies: 43
- Views: 8592
Re: dual monitor gamma issues
Thanks spike, will look into cleaning those things up. I went for npot just because I don't have any >=GL2.0 hardware without npot, but I guess it would be easy to use a power-of-two texture (the code in RMQEngine that I based this on did use a power-of-two texture for the framebuffer copy.) GL_BGRA...