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InsideQC Forums • View topic - rendering question

rendering question

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rendering question

Postby franqutrass » Sun Oct 19, 2014 7:52 pm

Hello, I have a question, how could I adapt this code to my quake engine (quake 2):



I'm trying to adapt it to berserker (1.42) , but I don't know what or where I need to copy in order to get that render.
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Re: rendering question

Postby Barnes » Mon Oct 20, 2014 2:40 am

This is a very bad idea :shock: . The berserker's code focused on older cards (arbfp maximum) and very hard for a beginner. The best thing that you can do here is add glsl render and remove all the old render branches :)
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Re: rendering question

Postby franqutrass » Wed Oct 22, 2014 1:06 am

:shock: and.... how do I do that? :D
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Re: rendering question

Postby Barnes » Wed Oct 22, 2014 10:29 am

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Re: rendering question

Postby franqutrass » Wed Oct 22, 2014 3:00 pm

ready, but isn't it from quake 2 xp? is just that berserker brings all its code in a Main.cpp "file", and it makes it more confused. :(

this is the file:

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Re: rendering question

Postby Barnes » Thu Oct 23, 2014 10:43 am

Oh yes, bers@q2 code it is something..... :lol:
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Re: rendering question

Postby franqutrass » Thu Oct 23, 2014 7:41 pm

I have found this function in the berserker's source code "void Init_Palette ()", do you think I have to add some around there? :P
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Re: rendering question

Postby Barnes » Thu Oct 23, 2014 8:18 pm

nope....
These things are only available for the true Sith. Only the dark side of the force allows you to see truth in this code. :mrgreen:
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