rgoer
28th September 2003, 17:04
Saw this at quake3world forums this morning, thought I might share the boners...Posts: 1436
Registered: Dec 2000
posted 09-27-2003 02:02 PM
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Per-light shadow penumbra via q3map_sunExt:
q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>
Usable in entity lights via _deviance N (degrees) and _samples N (number of jitters).
Also demonstrates per-light and per-shader lightmap filtering (blurring) via q3map_lightmapFilterRadius <self> <other> or the entity key _filterradius N.
Now onto auto-hinting!
ypenumbra shot we've all seen before (http://shaderlab.com/q3map2/screenshots/penumbra_06.jpg)
Registered: Dec 2000
posted 09-27-2003 02:02 PM
--------------------------------------------------------------------------------
Per-light shadow penumbra via q3map_sunExt:
q3map_sunExt <red> <green> <blue> <brightness> <angle> <elevation> <deviance> <samples>
Usable in entity lights via _deviance N (degrees) and _samples N (number of jitters).
Also demonstrates per-light and per-shader lightmap filtering (blurring) via q3map_lightmapFilterRadius <self> <other> or the entity key _filterradius N.
Now onto auto-hinting!
ypenumbra shot we've all seen before (http://shaderlab.com/q3map2/screenshots/penumbra_06.jpg)