DescriptionKuehnhammer Tobias
2012-12-11 16:52:00 EST
This itself, isn't a bug, but I think I should put this request here:
Please add more information to Rend2.txt!
For non-experienced GPU programmers some additional information is needed to
use ioquake3 + Rend2 and its features!
Information that perhaps should be included:
e.g.:
1. Where to put the glsl folder/files?:
a. Not needed?
b. Inside game directory, or inside baseq3 folder?
c. Inside a new pak file?
I bet most users didn't know that!
NOTE: For me Rend2 only will work at all, when the "glsl" folder is inside
a pak file, and if I rename "ioquake3.x86.exe" to "quake3.exe"!
2. As long as Rend2 was available as a patch:
https://bugzilla.icculus.org/show_bug.cgi?id=4358
there was also a patch for: "GTKRadiant q3map2 hdr patch"
Is this still needed for hdr (light)maps?
Again, I will not say, that this is a bug, but it would make it easier for ioquake3 players and/or map creators to see the cool things of Rend2!
----------------------------------
Info:
Testing System/OS:
Win7 64-bit/Nvidia GT 555M
same on:
WinXP 32 bit/Nvidia 8800 GTX
Latest drivers installed.
Ioquake3 Revision ioquake3 r2378, default files/paks etc.
default configuration settings + cl_renderer rend2
(compiled with MinGW on Win7 64-bit)
---------------------------------
Thanks,
Tobias Kuehnhammer
1. When compiling Rend2 on non-Windows, the glsl files are compiled into rend2 native library. Compiling glsl files into Rend2 using MinGW on Windows will hopefully be fixed at some point. For now, the glsl files will need to be readable in baseq3 (I assume either with sv_pure 0 or in a pk3).
2. Support for loading HDR lightmaps is still present in Rend2, I don't know anything beyond that.
ZTM's right, the glsl files from when it was a patch aren't required since they exist in the source now and should be compiled in automatically. I was under the impression that compiling under MinGW on Windows was still working, since I have it working on this machine with a fresh MinGW install, with only the C compiler and MSYS base system selected in mingw-get.
And the patch for q3map2 is still required for HDR lightmaps, but HDR lightmaps aren't required to take advantage of doing lighting calculations in an HDR frame buffer. With more recent changes, such as the sunlight with cascaded shadow maps, I haven't really used them myself.
Comment 3Zachary J. Slater
2013-01-06 04:49:42 EST
Please come by the irc channel if you continue to have questions. Please do not put questions like this into the bug tracker.
This itself, isn't a bug, but I think I should put this request here: Please add more information to Rend2.txt! For non-experienced GPU programmers some additional information is needed to use ioquake3 + Rend2 and its features! Information that perhaps should be included: e.g.: 1. Where to put the glsl folder/files?: a. Not needed? b. Inside game directory, or inside baseq3 folder? c. Inside a new pak file? I bet most users didn't know that! NOTE: For me Rend2 only will work at all, when the "glsl" folder is inside a pak file, and if I rename "ioquake3.x86.exe" to "quake3.exe"! 2. As long as Rend2 was available as a patch: https://bugzilla.icculus.org/show_bug.cgi?id=4358 there was also a patch for: "GTKRadiant q3map2 hdr patch" Is this still needed for hdr (light)maps? Again, I will not say, that this is a bug, but it would make it easier for ioquake3 players and/or map creators to see the cool things of Rend2! ---------------------------------- Info: Testing System/OS: Win7 64-bit/Nvidia GT 555M same on: WinXP 32 bit/Nvidia 8800 GTX Latest drivers installed. Ioquake3 Revision ioquake3 r2378, default files/paks etc. default configuration settings + cl_renderer rend2 (compiled with MinGW on Win7 64-bit) --------------------------------- Thanks, Tobias Kuehnhammer