Search found 232 matches

by Barnes
Thu Jul 05, 2012 9:37 am
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 382123

Re: Doom 3 engine release and game code

reckless wrote: Warning POM is very GPU intense tbh it rivals crysis in regards to requirements but the detail speaks volumes about why.
Use textureLod for POM performance
by Barnes
Tue Jun 19, 2012 6:37 am
Forum: Engine Programming
Topic: quake2xp 1.26.2 update
Replies: 6
Views: 2803

Re: quake2xp 1.26.2 update

Shadows still jump suddenly from one light source direction to the next. Yes, there is. I have not the shadow of a binding "as necessary" to lighting. Compared w/ DP because of similar blurred shadows and relief mapping About relief mapping - DP use textureGrad im use textureLod some scre...
by Barnes
Sun Jun 17, 2012 6:24 am
Forum: Engine Programming
Topic: quake2xp 1.26.2 update
Replies: 6
Views: 2803

Re: quake2xp 1.26.2 update

qbism wrote:I'm planning to try this as soon as the media files download. Sourceforge is slow and dropping connection on the texture replacement pack.
Strange, i have fast connection to sf.net :shock:
by Barnes
Thu Jun 14, 2012 10:04 am
Forum: Engine Programming
Topic: quake2xp 1.26.2 update
Replies: 6
Views: 2803

quake2xp 1.26.2 update

*Linux support *Change EAX2 to EFX *Ogg Vorbis soundtracks support *Random play music files *Change parallax occlusion mapping to relief mapping *FXAA antialiasting *Chromatic aberration for alpha surfaces *Update lighting for hud models *Add tbn cache for bsp *Box blur filter for shadows *Shader ef...
by Barnes
Thu Mar 22, 2012 5:40 am
Forum: Engine Programming
Topic: motion blur
Replies: 3
Views: 1123

Re: motion blur

motion blur with polyblend (copy screen and draw up of frame) look so ugly :cry:
by Barnes
Wed Mar 21, 2012 11:08 am
Forum: Engine Programming
Topic: motion blur
Replies: 3
Views: 1123

motion blur

I tried to add a motion blur on the tutorial from Nvidia http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html problem - blurring the whole frame, Far plane more, looks like the depth of field, but with active blur of moving objects. http://img834.imageshack.us/img834/9210/q2xp0000z.th.jpg ht...
by Barnes
Thu Feb 16, 2012 8:49 pm
Forum: General Programming
Topic: Xash 3D[engine]
Replies: 30
Views: 10836

Re: Xash 3D[engine]

I really do not like all those wars around of the license GPL, because I think that its main task to protect the work of the authors. Free for modernization, for the fans, which create new versions of the game. But not for commercial use. Can be understood a license as is, but you can understand tha...
by Barnes
Sat Feb 11, 2012 10:11 am
Forum: General Programming
Topic: Xash 3D[engine]
Replies: 30
Views: 10836

Re: Xash 3D[engine]

I know a little this engine. Rendering part based on source code q1-2
compatibility with hl1 is ensured through hl1 SDK
by Barnes
Mon Feb 06, 2012 7:20 am
Forum: Engine Programming
Topic: quake2xp 1.26 to 1.26.1 update
Replies: 8
Views: 2071

Re: quake2xp 1.26 to 1.26.1 update

Thanks for sharing that.
any time :)
by Barnes
Mon Feb 06, 2012 6:48 am
Forum: Engine Programming
Topic: quake2xp 1.26 to 1.26.1 update
Replies: 8
Views: 2071

Re: quake2xp 1.26 to 1.26.1 update

it is good so you do not need to do level relighting, or to build real deluxe maps
1 we read static lighmap in shader
2 read lightmap as normalmap
3 move to tbn
4 use this as light vector
:D
look at svn / glsl / diffuse vp fp
and r_surf.c 8)
by Barnes
Mon Feb 06, 2012 6:26 am
Forum: Engine Programming
Topic: quake2xp 1.26 to 1.26.1 update
Replies: 8
Views: 2071

Re: quake2xp 1.26 to 1.26.1 update

Baker wrote:
Barnes wrote:base q2xp 1.26 setup

add * lightmap based bump for bsp (fake deluxe bump)
Interesting .... :D
Mega-Hack (p)(c) Vic
:mrgreen:
by Barnes
Mon Feb 06, 2012 4:52 am
Forum: Engine Programming
Topic: quake2xp 1.26 to 1.26.1 update
Replies: 8
Views: 2071

Re: quake2xp 1.26 to 1.26.1 update

Max_Salivan wrote:какие люди)
блин, везде наши ..... :lol:
by Barnes
Sun Feb 05, 2012 6:16 pm
Forum: Engine Programming
Topic: quake2xp 1.26 to 1.26.1 update
Replies: 8
Views: 2071

quake2xp 1.26 to 1.26.1 update

base q2xp 1.26 setup download here q2xp 1.26.1 update download here add * soft shadow volumes add * dynamic per-pixel lighting (pre-cache 8-13 lights per frame) except for light styles add * lightmap based bump for bsp (fake deluxe bump) add * current player weapon for player setup menu add * softne...
by Barnes
Mon Dec 26, 2011 7:24 am
Forum: General Discussion
Topic: Merry Christmas
Replies: 6
Views: 1434

Re: Merry Christmas

from Russia with booze ))))
by Barnes
Sun Nov 27, 2011 12:32 pm
Forum: General Programming
Topic: Doom 3 engine release and game code
Replies: 794
Views: 382123

Re: Doom 3 engine release and game code

a schematic representation of the z-fail volumes (with caps) :)
z-pass (w/o caps) if i current remember

qglStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT);
qglStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_DECR_WRAP_EXT);