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.rtlights 27 Aug 2013 | 05:00 am

I've just added .rtlights support to my realtime lighting code; here's how it looks: It's funny but about maybe half the time you don't really notice the lack of shadows.  Then a scene comes up that ...

More realtime lighting 26 Aug 2013 | 07:58 pm

Here's e4m3: All brush surfaces are fully realtime lit in this shot; still haven't done MDLs. Performance is good.  timedemo demo1 runs at about 1100fps with lightmaps on this machine, 250fps with re...

Realtime Lighting 26 Aug 2013 | 05:04 pm

One of the long-standing problems I solved recently was GPU lightmaps.  This was always easy for static lights and animated lightstyles, but I could never find a reasonable way of handling dynamic lig...

Yes, I'm still alive 26 Aug 2013 | 01:45 am

I've just been burned out on Quake and Quake-related stuff these past 6 or so months (or a lot longer if I'm going to be completely honest about it), not to mention being hellishly busy with various o...

Update - 4th Feb 2013 4 Feb 2013 | 05:46 am

No work done at all last week; it was semi-expected but I had hoped despite everything to sneak in a coupla hours here and there. I've recieved a few emails and PMs from various sources, but am reall...

Update - 29th January 2013 30 Jan 2013 | 12:43 am

It's looking as though tomorrow is going to be the earliest I can get back to stuff; it may not even happen then but it definitely won't happen before. With hindsight, adding the bloom effect at the ...

Bug Alert! 28 Jan 2013 | 06:05 am

I got a freeze the other day on AMD hardware.  This happened while firing the railgun so I suspect that it's something in my particle code, but I need to dive back in and make sure.  It may be a case ...

Nothing getting done today 23 Jan 2013 | 11:50 pm

Just spent 8 hours programming, testing, deploying, debugging, etc in work.  No way am I even contemplating opening a code editor this evening.  I shall scream if I do.

Got the quality up 23 Jan 2013 | 12:10 am

In the end it turned out to not be some fancy algorithm or late-night ninja-coding trick, but just using a more suitable texture format.  Successive blur passes were causing a very noticeable loss in ...

Got the speed up 23 Jan 2013 | 12:09 am

It's more like about 15% faster but it is still a good gain; it came from being able to combine a downsample pass with one of the blur passes, but unfortunately there is a small quality loss from it w...

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