Page 1 of 1

rendering question

Posted: Sun Oct 19, 2014 7:52 pm
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.

Re: rendering question

Posted: Mon Oct 20, 2014 2:40 am
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 :)

Re: rendering question

Posted: Wed Oct 22, 2014 1:06 am
by franqutrass
:shock: and.... how do I do that? :D

Re: rendering question

Posted: Wed Oct 22, 2014 10:29 am
by Barnes

Re: rendering question

Posted: Wed Oct 22, 2014 3:00 pm
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

Re: rendering question

Posted: Thu Oct 23, 2014 10:43 am
by Barnes
Oh yes, bers@q2 code it is something..... :lol:

Re: rendering question

Posted: Thu Oct 23, 2014 7:41 pm
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

Re: rendering question

Posted: Thu Oct 23, 2014 8:18 pm
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: