From fb60e0c5976d92111462a83e932ac7a0ddb71b53 Mon Sep 17 00:00:00 2001 From: alepulver Date: Sun, 13 Aug 2006 23:16:03 +0000 Subject: 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 --- CVSROOT/modules | 1 + 1 file changed, 1 insertion(+) (limited to 'CVSROOT') diff --git a/CVSROOT/modules b/CVSROOT/modules index cf044c55a9b5..759a722a7a07 100644 --- a/CVSROOT/modules +++ b/CVSROOT/modules @@ -11940,6 +11940,7 @@ q-audio ports/audio/q-audio q-graph ports/graphics/q-graph q15 ports/games/q15 q3base ports/games/q3base +q3cellshading ports/games/q3cellshading qadsl ports/net/qadsl qalculate ports/math/qalculate qbrew ports/misc/qbrew -- cgit