Search found 21 matches

by Vic
Thu Mar 08, 2012 10:11 am
Forum: Engine Programming
Topic: Help fixing Q3's dynamic lights
Replies: 7
Views: 1947

Re: Help fixing Q3's dynamic lights

True, but I wouldn't bother with double-pass dynamic lights, really.
by Vic
Wed Mar 07, 2012 11:02 pm
Forum: Engine Programming
Topic: Improve lightmap resolution
Replies: 23
Views: 4294

Re: Improve lightmap resolution

FBSP version of q3bsp format uses 512x512 lightmaps natively. and yes, high res lightmaps do help contrary to what mh says!
by Vic
Wed Mar 07, 2012 10:52 pm
Forum: Engine Programming
Topic: WinQuake without SciTech MGL (now with added DirectDraw)
Replies: 47
Views: 19324

Re: WinQuake without SciTech MGL (now with added DirectDraw)

Too bad I've never actually ported tochris to using DDraw init code :/ Along with proper renderer separation a-la Quake2. Good job anyway!

Off-topic: Although I don't get this obsession with asm code removal, it still performs a ton better than the C version.
by Vic
Wed Mar 07, 2012 10:49 pm
Forum: Engine Programming
Topic: Help fixing Q3's dynamic lights
Replies: 7
Views: 1947

Re: Help fixing Q3's dynamic lights

What you're trying to accomplish isn't quite possible without using a 3D texture for the lighting attenuation. You might look up qfusion/warsow source code to see how it's done there.
by Vic
Sun Nov 07, 2010 11:43 am
Forum: Programming Tutorials
Topic: Software Quake MDL Frame Interpolation
Replies: 31
Views: 30451

Btw, the thought of reviving ToChris keeps on popping up from time to time :) Maybe I should just proceed with it but there are higher priorities at the moment.
by Vic
Sun Nov 07, 2010 12:48 am
Forum: Programming Tutorials
Topic: Software Quake MDL Frame Interpolation
Replies: 31
Views: 30451

Look into ToChris source for asm implementation (along with C one of course) of quake models animation in the software renderer. Anyway, this was implemented like 7-8(?) years ago so I find it amazing this is still hot news over here.