From owner-cvs-all@FreeBSD.ORG Sun Aug 13 23:16:04 2006 Return-Path: X-Original-To: cvs-all@FreeBSD.org Delivered-To: cvs-all@FreeBSD.org Received: from mx1.FreeBSD.org (mx1.freebsd.org [216.136.204.125]) by hub.freebsd.org (Postfix) with ESMTP id 1381716A4DD; Sun, 13 Aug 2006 23:16:04 +0000 (UTC) (envelope-from alepulver@FreeBSD.org) Received: from repoman.freebsd.org (repoman.freebsd.org [216.136.204.115]) by mx1.FreeBSD.org (Postfix) with ESMTP id D10E543D45; Sun, 13 Aug 2006 23:16:03 +0000 (GMT) (envelope-from alepulver@FreeBSD.org) Received: from repoman.freebsd.org (localhost [127.0.0.1]) by repoman.freebsd.org (8.13.6/8.13.6) with ESMTP id k7DNG3Pr087341; Sun, 13 Aug 2006 23:16:03 GMT (envelope-from alepulver@repoman.freebsd.org) Received: (from alepulver@localhost) by repoman.freebsd.org (8.13.6/8.13.4/Submit) id k7DNG3Ru087340; Sun, 13 Aug 2006 23:16:03 GMT (envelope-from alepulver) Message-Id: <200608132316.k7DNG3Ru087340@repoman.freebsd.org> From: Alejandro Pulver Date: Sun, 13 Aug 2006 23:16:03 +0000 (UTC) To: ports-committers@FreeBSD.org, cvs-ports@FreeBSD.org, cvs-all@FreeBSD.org X-FreeBSD-CVS-Branch: HEAD Cc: Subject: cvs commit: CVSROOT modules ports/games Makefile ports/games/q3cellshading Makefile distinfo pkg-descr pkg-plist ports/games/q3cellshading/files patch-code-unix-Makefile X-BeenThere: cvs-all@freebsd.org X-Mailman-Version: 2.1.5 Precedence: list List-Id: CVS commit messages for the entire tree List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , X-List-Received-Date: Sun, 13 Aug 2006 23:16:04 -0000 alepulver 2006-08-13 23:16:03 UTC FreeBSD ports repository Modified files: . modules games Makefile games/q3cellshading Makefile distinfo pkg-descr pkg-plist games/q3cellshading/files patch-code-unix-Makefile Log: 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 Revision Changes Path 1.15966 +1 -0 CVSROOT/modules 1.1024 +1 -0 ports/games/Makefile 1.16 +12 -17 ports/games/q3cellshading/Makefile 1.2 +3 -3 ports/games/q3cellshading/distinfo 1.7 +11 -2 ports/games/q3cellshading/files/patch-code-unix-Makefile 1.2 +20 -15 ports/games/q3cellshading/pkg-descr 1.4 +3 -3 ports/games/q3cellshading/pkg-plist