Archive for the 'graphics' Category

“light” changes

April 17, 2008

- each entity may now have one light attached to it, which essentially means that whenever that entity is moved, the light moves with it
- a backdrop can either be lit by the in-game lights, or have its own set of lights
- both entity and backdrop specific lights can be defined within the XML using [...]

enException handling

April 15, 2008

- added new class, enException, which is used for exception handling
- change XML light schema to allow both offset and positional modes at the same time
- minor bug fixes

multicoloured labels

July 11, 2007

- added the ability to create multicoloured labels, with different parts of the text rendering in different colours through the use of tags (e.g. {041122} represents 04 red, 11 blue, and 22 green)
- colours can also be specified through use of tag constants, such as {DEFAULT}, {ERROR}, {RED}, {AQUAMARINE}

lighting engine

July 6, 2007

- modified the engine to allow multiple lights per level, each having their own colour, intensity, and movement
- shadows are cast dynamically from each object for each light
- lighting is still entity-based (the entire entity is coloured and lit)
- added new console variable, s_lightShadowFactor, which sets how large the shadow offset is
- fixed a bug [...]

shadows, enLight, console variables

July 4, 2007

- added a new class, enLight
- added two techniques to render shadows on all entities, one that depends on the position of the light, and one that simply renders a shadow that is an offset of the actor’s position
- added four new console variables which control the rendering of shadows: r_drawActorShadows, r_drawActorMovingShadows, r_drawActorSolidShadows, r_drawActorSolidMovingShadows
- [...]