rendering question

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franqutrass
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rendering question

Post by franqutrass »

Hello, I have a question, how could I adapt this code to my quake engine (quake 2):

http://irrlicht.sourceforge.net/forum/v ... =9&t=45531

I'm trying to adapt it to berserker (1.42) , but I don't know what or where I need to copy in order to get that render.
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Barnes
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Re: rendering question

Post by Barnes »

This is a very bad idea :shock: . The berserker's code focused on older cards (arbfp maximum) and very hard for a beginner. The best thing that you can do here is add glsl render and remove all the old render branches :)
franqutrass
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Re: rendering question

Post by franqutrass »

:shock: and.... how do I do that? :D
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Barnes
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Re: rendering question

Post by Barnes »

franqutrass
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Re: rendering question

Post by franqutrass »

ready, but isn't it from quake 2 xp? is just that berserker brings all its code in a Main.cpp "file", and it makes it more confused. :(

this is the file:

https://mega.co.nz/#!VBMgXAjb!j6Eexdyy7 ... itNPRIXDpE
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Barnes
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Re: rendering question

Post by Barnes »

Oh yes, bers@q2 code it is something..... :lol:
franqutrass
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Re: rendering question

Post by franqutrass »

I have found this function in the berserker's source code "void Init_Palette ()", do you think I have to add some around there? :P
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Barnes
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Re: rendering question

Post by Barnes »

nope....
These things are only available for the true Sith. Only the dark side of the force allows you to see truth in this code. :mrgreen:
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