[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.

-- 
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