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# SDL2_Quake3loader | ||
Loads a quake3 level. With textures and shadows all in an SDL2 window. Also have a walking camera with collision detection, | ||
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This example features : | ||
Rendering of level geometry via the BSP with Potential visible set, Pre-baked in the map. | ||
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3D camera with Quake-like side tilt thing | ||
Loading basic level geometry, leaves, lightmap and more. | ||
Texture loading & mapping (only if its available) | ||
GLM math for fast math calculations | ||
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In order to use this example, You'll need some resources from Quake 3 : Arena (or Quake live). | ||
Since including the resources in the example violates the Copyright law (and potentially dunk me in some sticky situations), You have to get them yourself. | ||
Thankfully the bare-minimum resources you need is just a .bsp map file.. And you can grab some of them from the Quake 3 map database. | ||
On the other hand, The assets (pak0.pk3) must be obtained by you. It can be found in quake 3's installation folder with the name [pak0.pk3], | ||
And you can grab the demo version of Quake 3 : Arena on steam for free, | ||
if you don't happen to have the full version of the game. | ||
Quake live's assets works just as fine as Q3A, So you can use that if you have one too. | ||
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The program uses a fixed function pipleline | ||
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Graphics implemented through a set of pre-defined functions, such as transform and lighting (glRotatef, glLightfv, etc.) | ||
Programmer is limited to what those functions can provide (e.g., 8 lights, Blinn-Phong model, etc.) | ||
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Will later change this too a programmable pipeline | ||
Graphics hardware is programmable through shader programs, which are implemented in a shader language (GLSL) | ||
Shader programs run on the GPU | ||
This enables new possibilities for graphics – implementing things that are difficult or impossible to do using the fixed function pipeline | ||
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Any help to do this would be very appriciated.... | ||
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greetings; | ||
Magnus Grander | ||
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