From dc4a8c29b05abd8049853203ea2f495a16335e0c Mon Sep 17 00:00:00 2001 From: Tim Angus Date: Sat, 12 Jan 2013 22:47:02 +0000 Subject: Remove rend2 readme --- rend2-readme.txt | 606 ------------------------------------------------------- 1 file changed, 606 deletions(-) delete mode 100644 rend2-readme.txt diff --git a/rend2-readme.txt b/rend2-readme.txt deleted file mode 100644 index 88f39bed..00000000 --- a/rend2-readme.txt +++ /dev/null @@ -1,606 +0,0 @@ -Rend2 - - -Rend2 is an alternate renderer for ioquake3. It aims to implement modern -features and technologies into the id tech 3 engine, but without sacrificing -compatibility with existing Quake 3 mods. - - -------------------------------------------------------------------------------- - FEATURES -------------------------------------------------------------------------------- - - - Compatible with most vanilla Quake 3 mods. - - HDR Rendering, and support for HDR lightmaps - - Tone mapping and auto-exposure. - - Cascaded shadow maps. - - Multisample anti-aliasing. - - Texture upsampling. - - Advanced materials support. - - Advanced shading and specular methods. - - sRGB support. - - LATC and BPTC texture compression support. - - Screen-space ambient occlusion. - - -------------------------------------------------------------------------------- - COMPILATION -------------------------------------------------------------------------------- - -For *nix/MinGW: - -1. Download an appropriate version of the ioq3 source code. For version 32 of - Rend2, r2328 should do, though the latest may work as well. For - details on how to do this, see http://ioquake3.org/get-it/source-codes/ . - -2. Copy the patch file (for v32, vbos-glsl-31a.diff) into the directory you put - the ioq3 source code. There should be a README in that directory. - -3. Run 'patch -p0 - - State how this imagemap will be used by Rend2: - diffuseMap - Standard, same as no stage entry - normalMap - Image will be used as a normal map - normalParallaxMap - Image will be used as a normal map with - alpha treated as height for parallax mapping - specularMap - Image will be used as a specular map with - alpha treated as shininess. - - specularReflectance - - State how metallic this material is. Metals typically have a high - specular and a low diffuse, so this is typically high for them, and low - for other materials, such as plastic. For typical values for various - materials, see http://refractiveindex.info , pick a material, then scroll - down to the reflection calculator and look up its reflectance. Default - is 0.04, since most materials aren't metallic. - - specularExponent - - State how shiny this material is. Note that this is modulated by the - alpha channel of the specular map, so if it were set to 16, and the alpha - channel of the specular map was set to 0.5, then the shininess would be - set to 8. Default 256. - -An important note is that normal and specular maps influence the diffuse map -declared before them, so materials like this are possible: - - textures/terrain/grass - { - qer_editorimage textures/terrain/grass.jpg - - { - map textures/terrain/rock.jpg - } - { - stage normalparallaxmap - map textures/terrain/rock_n.png - } - { - stage specularmap - map textures/terrain/rock_s.jpg - } - { - map textures/terrain/grass.jpg - blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA - alphaGen vertex - } - { - stage normalparallaxmap - map textures/terrain/grass_n.png - } - { - stage specularmap - map textures/terrain/grass_s.png - specularReflectance 0.12 - } - { - map $lightmap - blendfunc GL_DST_COLOR GL_ZERO - } - } - -Though note due to the complexity of lighting, dynamic light (including -sunlight with cascaded shadow maps) currently only works 100% on materials like -this, where the second diffuse map doesn't have its own alpha, and only -uses vertex alpha. YMMV. - -Another addition to materials is working normal/specular maps on vertex lit -surfaces. To enable this, make your material look like this: - - textures/vehicles/car - { - qer_editorimage textures/vehicles/car.jpg - - { - map textures/vehicles/car.jpg - rgbGen vertexLit - } - { - stage normalparallaxmap - map textures/vehicles/car_n.jpg - } - { - stage specularmap - map textures/vehicles/car_s.jpg - } - } - -Note the new keyword, 'vertexLit' after rgbGen. This is analogous to -'rgbGen vertex', except a light direction will be determined from the lightgrid -and used with the normal and specular maps. 'exactVertexLit' exists as well, -and is the equivalent for 'exactVertex'. - - -------------------------------------------------------------------------------- - DYNAMIC SUNLIGHT AND CASCADED SHADOW MAPS -------------------------------------------------------------------------------- - -This adds a new keyword to sky materials, q3gl2_sun. The syntax is: - - q3gl2_sun - - -Note the first six parameters are the same as in q3map_sun or q3map_sunExt, -and the last two indicate scaling factors for the map brightness and an ambient -light of the same color as the sun. - -There are currently two ways to use this in your own (and other people's) maps. - - 1. Create your map as normal and add a 'q3gl2_sun' line after your - 'q3map_sun' line in your sky material, like so: - - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg - - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3map_sunExt 240 238 200 100 195 35 3 16 - q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage - - skyparms env/bluesky - - - } - - The advantages with this method are that your map will continue to work - with the old renderer with the sunlight baked into the lightmap, and it - can be used with existing maps without recompilation. The downside is - artifacts like doubled shadows and uneven shadow edges. - - 2. Use 'q3gl2_sun' instead of 'q3map_sun' or 'q3map_sunExt', like so: - - textures/skies/bluesky - { - qer_editorimage textures/skies/bluesky.jpg - - surfaceparm nomarks - surfaceparm noimpact - surfaceparm nolightmap - surfaceparm sky - q3gl2_sun 240 238 200 50 195 35 3 0.5 0.2 - q3map_skylight 50 16 - q3map_lightimage $whiteimage - - skyparms env/bluesky - - - } - - The advantages with this method are that you don't get the artifacts that - characterize the other method, and your map compiles a lot faster without - the sunlight bouncing calculations. The downsides are that your map will - not display properly with the old renderer, and you lose the bounced light - that compiling the map with q3map_sun* in it would have. - - -------------------------------------------------------------------------------- - TONE MAPPING AND AUTO EXPOSURE -------------------------------------------------------------------------------- - -This adds a new keyword to sky materials, q3gl2_tonemap. The syntax is: - - q3gl2_tonemap - - -Each of these settings corresponds to a matching cvar, so you can view and -adjust the effect before settling on fixed settings. - - -------------------------------------------------------------------------------- - THANKS -------------------------------------------------------------------------------- - -I'd like to take this part of the readme to thank the numerous people who -contributed thoughts, ideas, and whole swaths of code to this project. - - - Id Software, for creating Quake 3 and releasing its source code under a - GPL license, without which this project would not be possible. - - - Zachary 'Zakk' Slater, Thilo Schulz, Tim Angus, and the rest of the - ioquake3 team and contributors, for improving massively upon the raw Quake - 3 source, and accepting my and gimhael's modular renderer patch. - - - Robert 'Tr3B' Beckebans and the other contributors to XReaL, for letting me - liberally copy code from you. :) - - - Andrew 'Black Monk' Prosnik, Andrei 'Makro' Drexler, Tomi 'T.T.I.' Isoaho, - Richard 'JBravo' Allen, Walter 'Johnny Rocket' Somol, and the rest of the - Boomstick Studios, for contributing code, feature requests, and testing. - - - Yoshiharu Gotanda, Tatsuya Shoji, and the rest of tri-Ace's R&D Department, - for creating the tri-Ace shading equations and posting their derivations in - simple English. - - - Matthias 'gimhael' Bentrup, for random ideas and bits of code. - - - Evan 'megatog615' Goers, for testing, ideas, and bugging me just enough - that I'd write documentation. :) - - - The folks at #ioquake3, who don't seem to mind when I suddenly drop a - screenshot and insist on talking about it. :) - - - And lots of various other random people, who posted on forums, blogs, and - Wikipedia, who helped in small but numerous ways. - -If I missed you in this section, feel free to drop me a line and I'll add you. - - -------------------------------------------------------------------------------- - CONTACT -------------------------------------------------------------------------------- - -My name is James Canete, and I wrote most of this readme. Also, a renderer. - -If you wish to get in touch with me, try my GMail at use.less01 (you should be -able to solve this), or look for SmileTheory in #ioquake3 on irc.freenode.net. -- cgit