Search found 21 matches
- 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.
- 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!
- 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.
Off-topic: Although I don't get this obsession with asm code removal, it still performs a ton better than the C version.
- 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.
- Sun Nov 07, 2010 11:43 am
- Forum: Programming Tutorials
- Topic: Software Quake MDL Frame Interpolation
- Replies: 31
- Views: 30451
- Sun Nov 07, 2010 12:48 am
- Forum: Programming Tutorials
- Topic: Software Quake MDL Frame Interpolation
- Replies: 31
- Views: 30451