-
```
Ok so I tried the 1.6 stable version (from sourceforge).
There are lots of issues with the graphics part of the game, which sometimes
are a burden on the gameplay.
My specs:
xUbuntu 12.04 LTS 64…
-
my mesa drivers:
```
$ glxinfo | grep OpenGL
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Sandybridge Mobile
OpenGL core profile version string…
-
Render: OpenGL
Hardware: i7 4790K,GTX970
1. Start Engine in window
2. Run Editor
3. Do resize(using in windows 7 style-move window pressed mouse on header)
4. See HDR bug
galek updated
9 years ago
-
- [x] Basic functionality
- [x] API for deferred shading
- [x] Directional lights
- [x] Point lights
- [ ] Spot lights
- [ ] Normal/specular mapping
The basic code is in, just need to write an API an…
-
- adds a priority for Lights to sort them by (priority, distance)
- ignore lights that are too far from viewport (distance defined in Light)
-
-
```
Ok so I tried the 1.6 stable version (from sourceforge).
There are lots of issues with the graphics part of the game, which sometimes
are a burden on the gameplay.
My specs:
xUbuntu 12.04 LTS 64…
-
Since @oyvindln improved the overall lighting/shading/normals application and stuff, the custom light sources that we can set in the editor are really resource heavy.
Greed or Might is a good example…
-
I compiled the engine using script "cmake-linux-release.sh". Engine compiled successfully, but when I try to launch it, it only flash the screen and won't launch at all.
I tried to compile it using S…
ghost updated
9 years ago
-
I propose:
- all "qer" textures (the textures for the map editor) doesn't need to be distributed I propose to create a "qer" folder outside of the texture folders where all the "qer" textures go, so w…