summaryrefslogtreecommitdiffstats
path: root/games/bogged
diff options
context:
space:
mode:
authoralepulver <alepulver@FreeBSD.org>2006-08-13 23:16:03 +0000
committeralepulver <alepulver@FreeBSD.org>2006-08-13 23:16:03 +0000
commitfb60e0c5976d92111462a83e932ac7a0ddb71b53 (patch)
treef1796a4f22b0b434306039ecb584fdda82d413bb /games/bogged
parent0e06492bdc369ad3b8e630618a1f40f87fd330a2 (diff)
downloadFreeBSD-ports-fb60e0c5976d92111462a83e932ac7a0ddb71b53.zip
FreeBSD-ports-fb60e0c5976d92111462a83e932ac7a0ddb71b53.tar.gz
The goal of this project is to add Cell Shading capabilities to the Quake III
engine with Real-time performance. In order to provide such feature we have decided to use Kuwahara filter. Kuwahara filter is a noise-reduction filter that preserves edges. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance. To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. To produce the cell shading effect we use no graphics card shaders, so our implementation could run with almost any gfx card. The edge effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures. We have also implemented a different algorithm (we call it White Texture), which uses white textures. It looks like this and this, you can set the console variable r_celshadalgo to 2, and load another map, or run using the appropiate link that came with the release. WWW: http://q3cellshading.sourceforge.net/ PR: ports/101677
Diffstat (limited to 'games/bogged')
0 files changed, 0 insertions, 0 deletions
OpenPOWER on IntegriCloud