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rd-rend2 (old thread)


eezstreet

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Posted

@@Xycaleth Hmm, either I'm not doing this properly or cube mapping is now broken.

 

I get this whether r_cubemapping is 0 or 1:

 

1zvx6d3.jpg

 

 

Here's my misc_cubemap ents in radiant:

 

28wec8x.jpg

 

 

My sphere shader:

textures/cubemaptest/cubemaptest
{
	qer_editorimage textures/cubemaptest/cubemaptest

 	{
  	    map $lightmap
 	}
	{
	    stage diffuseMap
            map textures/cubemaptest/cubemaptest
	    blendFunc GL_DST_COLOR GL_ZERO
	}
	{
            stage specularmap
            map textures/cubemaptest/cubemaptest
	    specularReflectance 0.25
	    specularExponent 8192
	}
}
z3filus likes this
Posted

Ya, I'll be generating GLSL shaders from the Q3 shaders so that the majority of them can be run with a single render (multi-stage shaders generally need to be rendered multiple times to get the same effect). This should hopefully allow for some better optimizations.

Stoiss, Boothand and Tempust85 like this
Posted

This is amazing.

 

Major modifications for JediKnight are always exciting to follow but many of us can only do as much, sadly, I see many empty seats around me.

MoviBattles as a good example:  it wasn't done overnight, and many got fed up with this game and didn't have time to wait for reasons to stay.

 

But clearly MB belongs to JK  HALL OF FAME.    I just hope to see rend2 released before I get fed up as I grow up. Been around for over 10 years already.

The reason I keep my profile here, and work on my own modifications, is the thought of Counter-Strike in the back of my head. SW7 is a good reason too.

Bek likes this
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Posted

Can someone please tell me what exactly is broken about r_dlightmode 2 (assuming that would give shadow projection from dynamic lights besides the sun)?

Boothand likes this
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