making a better texture managment system for tenebrae
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Re: making a better texture managment system for tenebrae
Ok this took a shitload of work but heres a lite version of tenebrae.
http://code.google.com/p/realm/downloads/detail?name=tenebrae-lite.7z&can=2&q=
The waterbug was fixed it will no longer shade the map red when diving in liquid.
The problem was that the rtlight code had a flag for turning of automatic parsing of entity data,
but it also turned of parsing of static entities guess what you cannot do that unless you want things to behave really weird
Removed tons of useless code and added a few things like LH's collision code (only used for shadow volumes atm but im planning to also include particles and decals).
The new version had the old water shaders removed and replaced with glsl watershaders it also sports underwater warps. Caustics still missing i had more urgent stuff to look at xD
It now loads marcher and bastion of the underworld.
http://code.google.com/p/realm/downloads/detail?name=tenebrae-lite.7z&can=2&q=
The waterbug was fixed it will no longer shade the map red when diving in liquid.
The problem was that the rtlight code had a flag for turning of automatic parsing of entity data,
but it also turned of parsing of static entities guess what you cannot do that unless you want things to behave really weird
Removed tons of useless code and added a few things like LH's collision code (only used for shadow volumes atm but im planning to also include particles and decals).
The new version had the old water shaders removed and replaced with glsl watershaders it also sports underwater warps. Caustics still missing i had more urgent stuff to look at xD
It now loads marcher and bastion of the underworld.
Productivity is a state of mind.
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31 posts
• Page 3 of 3 • 1, 2, 3
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