[iortcw] 53/89: Remove duplicate rend2-readme
Simon McVittie
smcv at debian.org
Fri Sep 8 10:44:26 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to tag 1.51b
in repository iortcw.
commit a67453c768e404fe819d65d703711854e536e1f5
Author: MAN-AT-ARMS <M4N4T4RMS at gmail.com>
Date: Wed Jul 19 16:19:22 2017 -0400
Remove duplicate rend2-readme
---
MP/rend2-readme.md | 604 -----------------------------------------------------
1 file changed, 604 deletions(-)
diff --git a/MP/rend2-readme.md b/MP/rend2-readme.md
deleted file mode 100644
index 629cc9b..0000000
--- a/MP/rend2-readme.md
+++ /dev/null
@@ -1,604 +0,0 @@
-# Rend2
-<insert ascii art here>
-
-Rend2 is an alternate renderer for iortcw. It aims to implement modern
-features and technologies into the id tech 3 engine, but without sacrificing
-compatibility with existing RTCW mods.
-
-
--------------------------------------------------------------------------------
- FEATURES
--------------------------------------------------------------------------------
-
- - Compatible with most vanilla RTCW 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.
- - RGTC and BPTC texture compression support.
- - Screen-space ambient occlusion.
-
-
--------------------------------------------------------------------------------
- INSTALLATION
--------------------------------------------------------------------------------
-
-For *nix:
-
-1. This should be identical to installing iortcw. Check their README for more
- details.
-
-
-For Win32:
-
-1. Have a RTCW install, fully patched.
-
-2. Copy the following files into RTCW's install directory:
-
- ioWolfMP.x86.exe
- renderer_opengl1_x86.dll
- renderer_rend2_x86.dll
-
- These can be found in build/release-mingw32-x86 after compiling, or bug
- someone to release binaries.
-
-
--------------------------------------------------------------------------------
- RUNNING
--------------------------------------------------------------------------------
-
-1. Start iowolfmp. (ioWolfMP.x86.exe on Win32)
-
-2. Open the console (the default key is tilde ~) and type
-`/cl_renderer rend2` and press enter
-`/vid_restart` then press enter again.
-
-3. Enjoy.
-
-
--------------------------------------------------------------------------------
- CVARS
--------------------------------------------------------------------------------
-
-Cvars for simple rendering features:
-
-* `r_ext_compressed_textures` - Automatically compress textures.
- 0 - No texture compression. (default)
- 1 - DXT/RGTC texture compression if
- supported.
- 2 - BPTC texture compression if supported.
-
-* `r_ext_framebuffer_multisample` - Multisample Anti-aliasing.
- 0 - None. (default)
- 1-16 - Some.
- 17+ - Too much!
-
-* `r_ssao` - Enable screen-space ambient occlusion.
- Currently eats framerate and has some
- visible artifacts.
- 0 - No. (default)
- 1 - Yes.
-
-Cvars for HDR and tonemapping:
-
- * `r_hdr` - Do scene rendering in a framebuffer with
- high dynamic range. (Less banding, and
- exposure changes look much better)
- 0 - No.
- 1 - Yes. (default)
-
-* `r_cameraExposure` - Cheat. Alter brightness, in powers of two.
- -2 - 4x as dark.
- 0 - Normal. (default)
- 0.5 - Sqrt(2)x as bright.
- 2 - 4x as bright.
-
-* `r_postProcess` - Enable post-processing.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_toneMap` - Enable tone mapping. Requires
- r_hdr and r_postProcess.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_forceToneMap` - Cheat. Override built-in and map tonemap settings and use cvars r_forceToneMapAvg, r_forceToneMapMin, and r_forceToneMapMax.
- 0 - No. (default)
- 1 - Yes.
-
-* `r_forceToneMapAvg` - Cheat. Map average scene luminance to this
- value, in powers of two. Requires
- r_forceToneMap.
- -2.0 - Dark.
- -1.0 - Kinda dark. (default).
- 2.0 - Too bright.
-
-* `r_forceToneMapMin` - Cheat. After mapping average, luminance
- below this level is mapped to black.
- Requires r_forceToneMap.
- -5 - Not noticeable.
- -3.25 - Normal. (default)
- 0.0 - Too dark.
-
-* `r_forceToneMapMin` - Cheat. After mapping average, luminance
- above this level is mapped to white.
- Requires r_forceToneMap.
- 0.0 - Too bright.
- 1.0 - Normal. (default).
- 2.0 - Washed out.
-
-* `r_autoExposure` - Do automatic exposure based on scene
- brightness. Hardcoded to -2 to 2 on maps
- that don't specify otherwise. Requires
- r_hdr, r_postprocess, and r_toneMap.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_forceAutoExposure` - Cheat. Override built-in and map auto
- exposure settings and use cvars
- r_forceAutoExposureMin and
- r_forceAutoExposureMax.
- 0 - No. (default)
- 1 - Yes.
-
-* `r_forceAutoExposureMin` - Cheat. Set minimum exposure to this value,
- in powers of two. Requires
- r_forceAutoExpsure.
- -3.0 - Dimmer.
- -2.0 - Normal. (default)
- -1.0 - Brighter.
-
-* `r_forceAutoExposureMax` - Cheat. Set maximum exposure to this value,
- in powers of two. Requires
- r_forceAutoExpsure.
- 1.0 - Dimmer.
- 2.0 - Normal. (default)
- 3.0 - Brighter.
-
-Cvars for advanced material usage:
-
-* `r_normalMapping` - Enable normal maps for materials that
- support it.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_specularMapping` - Enable specular maps for materials that
- support it.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_deluxeMapping` - Enable deluxe mapping. (Map is compiled
- with light directions.) Even if the map
- doesn't have deluxe mapping compiled in,
- an approximation based on the lightgrid
- will be used.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_parallaxMapping` - Enable parallax mapping for materials that
- support it.
- 0 - No. (default)
- 1 - Use parallax occlusion mapping.
- 2 - Use relief mapping. (slower)
-
-* `r_baseSpecular` - Set the specular reflectance of materials
- which don't include a specular map or
- use the specularReflectance keyword.
- 0 - No.
- 0.04 - Realistic. (default)
- 1.0 - Ack.
-
-* `r_baseGloss` - Set the glossiness of materials which don't
- include a specular map or use the
- specularExponent keyword.
- 0 - Rough.
- 0.3 - Default.
- 1.0 - Shiny.
-
-* `r_baseNormalX` - Set the scale of the X values from normal
- maps when the normalScale keyword is not
- used.
- -1 - Flip X.
- 0 - Ignore X.
- 1 - Normal X. (default)
- 2 - Double X.
-
-* `r_baseNormalY` - Set the scale of the Y values from normal
- maps when the normalScale keyword is not
- used.
- -1 - Flip Y.
- 0 - Ignore Y.
- 1 - Normal Y. (default)
- 2 - Double Y.
-
-* `r_baseParallax` - Sets the scale of the parallax effect for
- materials when the parallaxDepth keyword
- is not used.
- 0 - No depth.
- 0.01 - Pretty smooth.
- 0.05 - Standard depth. (default)
- 0.1 - Looks broken.
-
-* `r_pbr` - Enable physically based rendering.
- Experimental, will not look correct without
- assets meant for it.
- 0 - No. (default)
- 1 - Yes.
-
-Cvars for image interpolation and generation:
-
-* `r_imageUpsample` - Use interpolation to artifically increase
- the resolution of all textures. Looks good
- in certain circumstances.
- 0 - No. (default)
- 1 - 2x size.
- 2 - 4x size.
- 3 - 8x size, etc
-
-* `r_imageUpsampleMaxSize` - Maximum texture size when upsampling
- textures.
- 1024 - Default.
- 2048 - Really nice.
- 4096 - Really slow.
- 8192 - Crash.
-
-* `r_imageUpsampleType` - Type of interpolation when upsampling
- textures.
- 0 - None. (probably broken)
- 1 - Bad but fast (default,
- FCBI without second derivatives)
- 2 - Okay but slow (normal FCBI)
-
-* `r_genNormalMaps` - Naively generate normal maps for all
- textures.
- 0 - Don't. (default)
- 1 - Do.
-
-Cvars for the sunlight and cascaded shadow maps:
-
-* `r_forceSun` - Cheat. Force sunlight and shadows, using sun position from sky material.
- 0 - Don't. (default)
- 1 - Do.
- 2 - Sunrise, sunset.
-
-* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
- when r_forceSun 1.
- 1.0 - Default
-
-* `r_forceSunAmbientScale` - Cheat. Scale sun ambient brightness by this factor when r_forceSun 1. 0.5 - Default
-
-* `r_sunShadows` - Enable sunlight and cascaded shadow maps for
- it on maps that support it.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_sunlightMode` - Specify the method used to add sunlight to
- the scene.
- 0 - No.
- 1 - Multiply lit areas by light scale, and
- shadowed areas by ambient scale.
- (default)
- 2 - Add light. Looks better, but is slower
- and doesn't integrate well with existing
- maps.
-
-* `r_shadowFilter` - Enable filtering shadows for a smoother
- look.
- 0 - No.
- 1 - Some. (default)
- 2 - Much.
-
-* `r_shadowMapSize` - Size of each cascaded shadow map.
- 256 - 256x256, ugly, probably shouldn't
- go below this.
- 512 - 512x512, passable.
- 1024 - 1024x1024, good. (default)
- 2048 - 2048x2048, extreme.
- 4096 - 4096x4096, indistinguishable from
- 2048.
-
-Cvars that you probably don't care about or shouldn't mess with:
-
-* `r_depthPrepass` - Do a depth-only pass before rendering.
- Speeds up rendering in cases where advanced
- features are used. Required for
- r_sunShadows.
- 0 - No.
- 1 - Yes. (default)
-
-* `r_mergeLightmaps` - Merge the small (128x128) lightmaps into
- 2 or fewer giant (4096x4096) lightmaps.
- Easy speedup.
- 0 - Don't.
- 1 - Do. (default)
-
-* `r_shadowCascadeZNear` - Near plane for shadow cascade frustums.
- 4 - Default.
-
-* `r_shadowCascadeZFar` - Far plane for shadow cascade frustums.
- 3072 - Default.
-
-* `r_shadowCascadeZBias` - Z-bias for shadow cascade frustums.
- -256 - Default.
-
-Cvars that have broken bits:
-
-* `r_dlightMode` - Change how dynamic lights look.
- 0 - Quake 3 style dlights, fake
- brightening. (default)
- 1 - Actual lighting, no shadows.
- 2 - Light and shadows. (broken)
-
-* `r_pshadowDist` - Virtual camera distance when creating shadowmaps for projected shadows. Deprecated.
-
-* `cg_shadows` - Old shadow code. Deprecated.
-
-
--------------------------------------------------------------------------------
- MATERIALS
--------------------------------------------------------------------------------
-
-OpenGL2 supports .mtr files, which are basically the same as .shader files, and
-are located in the same place, but override existing .shader files if they
-exist. This is to allow maps and mods to use the new material features without
-breaking the map when using the old renderer.
-
-Here's an example of a material stored in one, showing off some new features:
-
- textures/abandon/grass
- {
- qer_editorimage textures/abandon/grass.jpg
- {
- map textures/abandon/grass3_256_d.jpg
- rgbgen identity
- }
- {
- stage normalparallaxmap
- map textures/abandon/grass3_1024_n.png
- normalScale 1 1
- parallaxDepth 0.05
- }
- {
- stage specularmap
- map textures/abandon/grass3_256_s.png
- specularReflectance 0.12
- specularExponent 16
- }
- {
- map $lightmap
- blendfunc GL_DST_COLOR GL_ZERO
- }
- }
-
-The first thing to notice is that this is basically the same as old Quake 3
-shader files. The next thing to notice are the new keywords. Here is what
-they mean:
-
- `stage <type>`
- - State how this imagemap will be used by OpenGL2:
- 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 <value>`
- - 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 <value>`
- - 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.
-
- `normalScale <x> <y>`
- - State the X and Y scales of the normal map. This is useful for increasing
- or decreasing the "strength" of the normal map, or entering negative values
- to flip the X and/or Y values. Default 1 1.
-
- `parallaxDepth <value>`
- - State the maximum depth of the parallax map. This is a fairly sensitive
- value, and I recommend the default or lower. Default 0.05.
-
-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 <red> <green> <blue> <intensity> <degrees> <elevation> <ambientLightScale>
-
-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, set r_sunlightMode to 1, 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 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. Set r_sunlightMode to 2 and 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 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 <toneMapMin> <toneMapAvg> <toneMapMax> <autoExposureMin> <autoExposureMax>
-
-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.
--
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/iortcw.git
More information about the Pkg-games-commits
mailing list