Commit Graph

51 Commits

Author SHA1 Message Date
Rudolf Polzer c60d22dd26 swap values 0 and 1 for -exposure (now -exposure 0 does nothing, -exposure 1 did what 0 did before) 2012-02-09 10:40:48 +01:00
Rudolf Polzer 272a29bdd8 always use color normalization, vector normalization on colors is worng 2011-12-18 22:36:53 +01:00
Rudolf Polzer bb15de2ddc also support -sRGBcolor for floodlight 2011-12-14 09:51:15 +01:00
Rudolf Polzer 48a8cb1d67 mark two shader checks nullable 2011-12-09 17:24:33 +01:00
Rudolf Polzer b104009ba6 no, we do NOT want to ignore caulk 2011-12-09 17:17:31 +01:00
Rudolf Polzer 35162b6b63 properly ignore caulk 2011-12-09 17:15:51 +01:00
Rudolf Polzer aef478a99a PROPERLY ignore sky brushes for minimap 2011-12-09 16:36:07 +01:00
Rudolf Polzer e8f27310d6 also new option: -sRGBtex, and renamed -sRGB to -sRGBlight 2011-10-29 16:33:46 +02:00
Rudolf Polzer 5c97bccbf6 experimental q3map2 command line option: -sRGB (store lightmaps in sRGB) 2011-10-21 17:25:09 +02:00
Rudolf Polzer c75d4746fd some warning fixes 2011-06-05 19:32:39 +02:00
Rudolf Polzer dbaf1a8f00 fix some more warnings 2011-06-05 19:21:31 +02:00
Rudolf Polzer 772c8fda0f fix a scanf warning 2011-06-05 19:19:45 +02:00
Rudolf Polzer 6b48a837f9 forgot to check lightDeluxel for NULL here 2011-02-22 17:48:30 +01:00
Rudolf Polzer 62fdec79ee local variables ALSO work better when declared 2010-10-30 18:10:23 +02:00
Rudolf Polzer b7a62893a4 add a floodlightDirectionScale value to the _floodlight key too (whatever it does) 2010-10-30 18:07:37 +02:00
Rudolf Polzer 020a3febce no need to artificially limit lightmap position for random supersampling 2010-10-30 16:37:04 +02:00
Rudolf Polzer aa00101d5e dirtmapping: PROPERLY prevent hitting sky 2010-10-30 16:36:53 +02:00
Rudolf Polzer d1e3042389 support search box size in randomsamples too (although useless) 2010-10-22 09:35:41 +02:00
jal 8c7ca79ef5 Ignore transparent surfaces when floodlighting 2010-10-13 16:26:28 +02:00
Rudolf Polzer 18c11bf55e YEAH! I think this fixes the lightmaps-of-patches bug! 2010-10-05 18:50:24 +02:00
rpolzer 5ec3a47e10 q3map2 is now waring free 2010-10-05 10:57:07 +02:00
rpolzer 5f1f257a1c add a missing VectorClear 2010-10-04 10:48:22 +02:00
Rudolf Polzer 4c13f31535 use a Gaussian-like random distribution for random subsampling 2010-10-03 21:14:54 +02:00
Rudolf Polzer 02d17b50a7 also subsample the deluxemap (this was forgotten all the time!) 2010-10-03 20:50:09 +02:00
Rudolf Polzer 61d0c06cc6 option -randomsamples: makes -samples use adaptive random subsampling (only subsamples near edges, uses random distribution for luxels then) 2010-10-03 20:23:14 +02:00
Rudolf Polzer c13784bc3a force subsampling only where REALLY needed 2010-09-22 08:49:43 +02:00
Rudolf Polzer 382e2da9a0 fix compile error 2010-09-22 08:28:00 +02:00
Rudolf Polzer d14718daef force going all the way down when subsampling grates 2010-09-22 08:26:54 +02:00
Rudolf Polzer fd6d38c979 force the first stage of subsampling on luxels that are hit through an alphashadow surface 2010-09-22 08:22:26 +02:00
Rudolf Polzer 4243255b4a new funny option: -samplessearchboxsize, tunes the size of the search box of -samples (default 1 = "correct" size, can be up to 4) 2010-09-22 06:38:02 +02:00
Rudolf Polzer 5522a08f6c fix the maths REALLY 2010-09-22 06:23:27 +02:00
Rudolf Polzer 07cf00e0a2 fix a small math error in -samples causing it to only ever consider 2/3 of the length of each luxel 2010-09-21 22:04:55 +02:00
Rudolf Polzer e6ca10bec7 crlf fixes 2010-07-18 16:32:03 +02:00
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