Commit Graph

18 Commits

Author SHA1 Message Date
jal 1e42a4f095 Fix vertexlighting and gridlighting being too dark when using floodlight and bounce (stop floodlighting being re-applied to lightmaps with each bounce stage) 2010-06-14 19:50:45 +02:00
jal ff8feb8f31 Apply floodlight to vertex lighting (there seems to remain some problem with
vertexlighting not receiving enough bounced light)
2010-06-12 13:36:06 +02:00
jal 778af4dde0 add shader key q3map_noDirty, which disables the dirty pass on the surface. It's handy for lightmapped terrain models where dirty produces odd darkness on mesh splits. 2010-05-29 12:22:02 +02:00
jal be4e243888 Increase the influence of directional lights on the deluxemap by a)Ignoring angle attenuation for directional contribution and b)Scaling down by 1/4 the contribution of radiosity (deeper explanation in a comment at LightContributionToSample). 2010-04-30 11:32:11 +02:00
jal 36e9024e86 fix deluxemapping when using floodlight. Also, add to floodlight the same trick as it's done to ambient to have a minimum normal assigned. 2010-04-22 12:07:00 +02:00
Rudolf Polzer b8839b8771 small fix by jal regarding normal vectors from lighting 2010-02-14 20:09:15 +01:00
divverent d909e5b8c7 patches by jal: fix some warnings, and spawnflags 64 on misc_model to not smooth the normals
git-svn-id: svn://svn.icculus.org/netradiant/trunk@324 61c419a2-8eb2-4b30-bcec-8cead039b335
2009-04-23 16:32:45 +00:00
divverent f560e2703b apply all of VorteX's changes except deviance (that one sucks :P)
git-svn-id: svn://svn.icculus.org/netradiant/trunk@237 61c419a2-8eb2-4b30-bcec-8cead039b335
2009-03-29 18:08:19 +00:00
rpolzer aed6728816 dirt: don't treat skybox as solid
git-svn-id: svn://svn.icculus.org/netradiant/trunk@133 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-11-28 10:15:18 +00:00
rpolzer 0178f5e7c6 fix crash with non-deluxe
git-svn-id: svn://svn.icculus.org/netradiant/trunk@119 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-10-16 15:46:12 +00:00
rpolzer f6b04e0860 deluxe: always use a MINIMUM light contribution from ambient
git-svn-id: svn://svn.icculus.org/netradiant/trunk@117 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-10-12 13:44:03 +00:00
rpolzer ef9e16cdb9 fix deluxemap when lit from the wrong side as good as possible (by ignoring the deluxemap contribution). now the invariant "deluxemap vector points away from the surface" should hold.
cull none + deluxemapping still is broken by design, but less broken now.


git-svn-id: svn://svn.icculus.org/netradiant/trunk@111 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-30 13:29:31 +00:00
rpolzer 42d241347b fix two deluxemap bugs
git-svn-id: svn://svn.icculus.org/netradiant/trunk@110 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-30 13:07:10 +00:00
rpolzer 3b3f1bd8d1 remove not-normalized deluxemap support again - it did not look any better, still had enough of the usual deluxe drawbacks
git-svn-id: svn://svn.icculus.org/netradiant/trunk@109 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-30 12:20:22 +00:00
rpolzer d356f3d8d3 fix -nodeluxenormalize
git-svn-id: svn://svn.icculus.org/netradiant/trunk@106 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-26 08:44:14 +00:00
rpolzer aa4914be0f Turn some UT stuff into options, as it is broken for Nexuiz. Also add -nodeluxenormalize as an experimental second deluxemapping option.
+		else if( !strcmp( argv[ i ], "-nodeluxenormalize" ) )
+		else if( !strcmp( argv[ i ], "-trianglecheck" ) )
+		else if( !strcmp( argv[ i ], "-extravisnudge" ) )


git-svn-id: svn://svn.icculus.org/netradiant/trunk@105 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-26 06:48:14 +00:00
rpolzer 2fbe76a4a5 add a ChangeLog; remove some Urban Terror debug code
git-svn-id: svn://svn.icculus.org/netradiant/trunk@8 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-14 16:38:35 +00:00
rpolzer 107765f0e4 initial
git-svn-id: svn://svn.icculus.org/netradiant/trunk@1 61c419a2-8eb2-4b30-bcec-8cead039b335
2008-09-13 18:28:57 +00:00