| Commit History - (may be incomplete: see SVNWeb link above for full details) |
| Date | By | Description |
16 Mar 2013 17:34:11
1.0_1
|
danfe  |
- Trim old-school Makefile header
- Fix a typo in OPTIONS_DEFAULT (CLIETN -> CLIENT)
- Reindent and generally cleanup Makefile
- Reformat port description for better readability |
12 Jun 2012 16:35:45
1.0_1
|
bapt  |
Convert to new options framework |
03 Jul 2011 14:25:36
1.0_1
|
ohauer  |
-remove MD5 |
27 Feb 2011 04:54:41
1.0_1
|
tabthorpe  |
- Reassign ports to heap
Submitted by: alepulver |
25 Jul 2008 14:34:52
1.0_1
|
pav  |
- Remove USE_GCC where it can be satisfied with base compiler on following
FreeBSD versions: 5.3 and up, 6.x, 7.x, 8-CURRENT |
19 Apr 2008 17:56:05
1.0_1  |
miwi  |
- Remove unneeded dependency from gtk12/gtk20 [1]
- Remove USE_XLIB/USE_X_PREFIX/USE_XPM in favor of USE_XORG
- Remove X11BASE support in favor of LOCALBASE or PREFIX
- Use USE_LDCONFIG instead of INSTALLS_SHLIB
- Remove unneeded USE_GCC 3.4+
Thanks to all Helpers:
Dmitry Marakasov, Chess Griffin, beech@, dinoex, rafan, gahr,
ehaupt, nox, itetcu, flz, pav
PR: 116263
Tested on: pointyhat
Approved by: portmgr (pav) |
29 Mar 2008 23:09:35
1.0_1
|
alepulver  |
- USE_XLIB -> USE_XORG clean up.
Reported by: miwi |
11 Jan 2008 19:30:23
1.0_1
|
alepulver  |
- Add ONLY_FOR_ARCHS=i386 since it's just a patch (for graphics) over the
original code, which also builds but doesn't run on other archs. |
19 Oct 2007 02:02:34
1.0_1
|
alepulver  |
- Add USE_XLIB when needed since USE_GL does not imply it anymore.
Reported by: pointyhat (via erwin) |
19 May 2007 20:32:57
1.0_1
|
flz  |
- Welcome X.org 7.2 \o/.
- Set X11BASE to ${LOCALBASE} for recent ${OSVERSION}.
- Bump PORTREVISION for ports intalling files in ${X11BASE}. |
17 Dec 2006 18:16:39
1.0
|
alepulver  |
- Fix building with GCC 4.x.
Reported by: pointyhat |
13 Aug 2006 23:16:03
1.0
|
alepulver  |
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 |