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.
rendering question
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rendering question
hello
Re: rendering question
This is a very bad idea . 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
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Re: rendering question
look at this for begin
https://sourceforge.net/p/quake2xp/code ... _program.c
https://sourceforge.net/p/quake2xp/code ... _program.c
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Re: rendering question
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
this is the file:
https://mega.co.nz/#!VBMgXAjb!j6Eexdyy7 ... itNPRIXDpE
hello
Re: rendering question
Oh yes, bers@q2 code it is something.....
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Re: rendering question
I have found this function in the berserker's source code "void Init_Palette ()", do you think I have to add some around there?
hello
Re: rendering question
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.
These things are only available for the true Sith. Only the dark side of the force allows you to see truth in this code.