Search found 2292 matches

by mh
Fri Feb 08, 2008 7:15 pm
Forum: QuakeC Programming
Topic: Void() NextLevel
Replies: 8
Views: 3318

Structs can be boolean too. :P (Or at least pointers to structs, but that's not the same data type...) A few more important things: If you're testing a single flag using bitwise comparison, then stick with powers or 2. A non power of 2 (like 10 or 14) is still a valid test, but represents combinatio...
by mh
Fri Feb 08, 2008 7:03 pm
Forum: General Discussion
Topic: Automatic water transparency
Replies: 7
Views: 2362

Take a look in Mod_LoadLeafs. There's a check at the end of it which runs through all leafs, checks the contents member, then sets the SURF_UNDERWATER flag for marksurfaces.
by mh
Fri Feb 08, 2008 12:49 am
Forum: General Discussion
Topic: Automatic water transparency
Replies: 7
Views: 2362

Yup, that was one of mine.

I don't recommend it, it's far from 100% reliable. The method I described above is much much better.
by mh
Wed Feb 06, 2008 8:36 pm
Forum: General Discussion
Topic: I miss the software renderer's warping :(
Replies: 9
Views: 3212

The surface warp is easy enough to do, and there are a few different ways of getting it looking good. FitzQuake has one solution, it's also possible to do something similar but on the texture matrix (fragment programs? who needs 'em! :P ), you can derive texcoords from a combination of the verts and...
by mh
Wed Feb 06, 2008 6:56 pm
Forum: General Discussion
Topic: Automatic water transparency
Replies: 7
Views: 2362

A simple way of doing this, when you're building your texturechains for the world is: 1) Keep a global r_renderflags variable, which is initialized to 0 at the start of each frame. 2) In R_RecursiveWorldNode, bitwise-OR it with a flag indicating if a SURF_UNDERWATER surf has been seen. 3) Also bitwi...
by mh
Sat Feb 02, 2008 11:50 pm
Forum: QuakeC Programming
Topic: new menu via .menu files
Replies: 9
Views: 3292

I'd personally vote against mouse support in menus.

GLQuake (and presumably WinQuake also) release the mouse back to the OS when the menus or console are activated, and this is a Good Thing to have, IMO.

Mouse support on the other hand is nice to have alright, but is it really necessary?
by mh
Mon Jan 28, 2008 12:53 am
Forum: General Discussion
Topic: Is QuakeSrc.org ever coming back up?
Replies: 135
Views: 46178

Tutorials were GPL and text was FDL :) - http://web.archive.org/web/20040401194715/www.quakesrc.org/?Page=tutorials I seem to remember this was to prevent unscrupulous third-parties ripping tutorials from the site and using them in closed-source projects. The old tutorials page is here: http://web.a...
by mh
Sun Jan 27, 2008 6:45 pm
Forum: General Discussion
Topic: Is QuakeSrc.org ever coming back up?
Replies: 135
Views: 46178

Does anyone know what happened? I went on vacation, came back and it was completely gone. I tried to grab the domain name, but it seems Ender got it back. Are there any plans for getting it back online? As far as tutorials are concerned, I probably have a copy of those somewhere on my backup disks,...
by mh
Sat Jan 26, 2008 12:42 pm
Forum: General Discussion
Topic: Is QuakeSrc.org ever coming back up?
Replies: 135
Views: 46178

I've nothing against QuakeDev, but I preferred the way QuakeSrc concentrated on more general techniques that were useful to everyone rather than on specific engines. You could get into a really good discussion about the best way to render lumas, and learn a lot from it, not just about rendering luma...
by mh
Thu Jan 24, 2008 6:50 pm
Forum: General Discussion
Topic: Is QuakeSrc.org ever coming back up?
Replies: 135
Views: 46178

feeling kinda sorry for all the lost content and tutorials :( if anyone got a cache left of the tutorial section be sure to back it up still a handy source of information to newcomers :) It's a massive loss to the whole engine coding community. Just in terms of sheer volume of content, and having a...
by mh
Wed Jan 16, 2008 7:03 pm
Forum: Engine Programming
Topic: 3D Skyboxes
Replies: 20
Views: 7874

Just draw the sky surfaces like normal... except draw them first and turn the colour buffer writes off. glColorMask(0,0,0,0). then when you draw the rest of the world, the normal z buffer tests will prevent anything behind the sky from being drawn. That's an interesting trick. You can also use a va...
by mh
Wed Jan 16, 2008 6:47 pm
Forum: Engine Programming
Topic: gl_ztrick ?
Replies: 4
Views: 4623

Agreed, there's no need to keep it at all. Removing it will also give you a higher precision depth buffer.