Garux
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ecdad801b9
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* light radiuses: don't render biggest radius, make them less occluding in 3D
closes #63
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2024-01-19 12:27:45 +06:00 |
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Garux
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88a03b07be
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normalize rendered light color for display consistency (compiler normalizes it anyway)
lower 3d light sphere brightness to reduce occlusion
#63
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2022-12-17 02:15:38 +06:00 |
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Garux
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bf6389fc26
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use #pragma once
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2021-10-22 02:19:50 +03:00 |
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Garux
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2222100316
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indent classes, align by spaces
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2021-03-24 00:25:15 +03:00 |
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Garux
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3706e1131a
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binds...
* m3: copy texture name, alignment +new: color, light power, color
* alt + m3/drag: paste texture name (to pointed and selected stuff)
* shift + m3/drag: paste texture name, alignment +new: light power
* ctrl + m3/drag: paste texture seamlessly between brush faces +new: light color
* ctrl + shift + m3/drag: project texture from copied brush face +new: paste light power, color
* alt + ctrl/shift/ctrl+shift + m3/drag: respective texture alignment paste w/o texture name
fix void NormalizeColor( Vector3& color )
fix: reset texture clipboard texdef on selection in texbro (was only resetting scales)
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2018-08-11 23:36:50 +03:00 |
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Garux
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1df30a3b8c
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Radiant:
misc...
* disabled depth write for qer_trans surfs and highlight (=any amount of layers is visible)
* 20x faster light radii rendering
* light radii are coloured and additive
* anisotropic textures filtering option (def = yes)
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2017-08-02 09:33:51 +03:00 |
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Rudolf Polzer
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e4287c28bb
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my own uncrustify run
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2012-03-27 12:03:21 +02:00 |
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rpolzer
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107765f0e4
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initial
git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
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2008-09-13 18:28:57 +00:00 |
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