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Investigate porting some lighting options from Q3e. #3

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ensiform opened this issue May 27, 2017 · 5 comments
Open

Investigate porting some lighting options from Q3e. #3

ensiform opened this issue May 27, 2017 · 5 comments

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@ensiform
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Not sure how we want to have this yet.

As it stands vET light is different from vQ3 so there might need to be even more options to consider if we want to support both styles?

ensiform referenced this issue May 29, 2017
Added some PMLIGHTING (disabled)
Hopefully this fixes r_greyscale not fully working.
Removed redundant bypassing cd check print.
Adds dpi awareness (not fully working though it seems)
Fixup texture anisotropic filtering.
Add legacy master as new default master2.
ioq3->q3e fix for detail stages.
Add more information to gfxinfo output.
Update default g_gameType on game restarts.
Migrate ET profile system to game restarts. (Untested, as ETF doesn't use them)
@ensiform
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ensiform commented Jun 2, 2017

It works now, but there is some descrepencies with ET specific features. ET model format so far not yet implemented for supporting r_dlightMode 2 and r_shadows 2.

Foliage doesn't seem to be affected.

@ensiform
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ensiform commented Sep 8, 2017

I think this is basically done, but should still use some polish with mixing ET features and extensive ET testing. ETF obviously doesn't use most of these other than decals.

@ensiform
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So, the pmlighting works okay for ETF because there isn't separate radius and intensity. The ET dlight code needs porting to the arb light passes to make them more complete.

@ensiform
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Basic lighting is good to go.

ET changes are still unfinished:

  • Light Radius/Intensity is hackish only
  • Lightning on radar

@ensiform
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  • Properly handle separate radius and intensity instead of hacked in via RE_AddLightToScene\
  • Handle global directional dlights such as on radar causing lightning

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