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non port: head/games/q3cellshading/files/patch-code-unix-Makefile
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Number of commits found: 3

Wed, 25 Mar 2015
[ 23:00 marino ] Original commit   Revision:382275
382275 games/boswars/Makefile
382275 games/cleanq3/Makefile
382275 games/cleanq3/files/patch-code-unix-Makefile
382275 games/cosmosmash/Makefile
382275 games/egl/Makefile
382275 games/egl/files/patch-makefile
382275 games/evq3/Makefile
382275 games/gl-117/Makefile
382275 games/glest/Makefile
382275 games/glob2/Makefile

(Only the first 10 of 35 ports in this commit are shown above. View all ports for this commit)
games category: Remove $PTHREAD_LIBS

approved by:	PTHREAD blanket
Sat, 19 Apr 2008
[ 17:56 miwi ] Original commit 
1.3 Mk/bsd.efl.mk
1.46 Mk/bsd.gnustep.mk
1.76 Mk/bsd.kde.mk
1.2 Mk/bsd.ocaml.mk
1.10 Mk/bsd.scons.mk
1.13 Mk/bsd.wx.mk
1.7 Mk/bsd.xorg.mk
1.64 accessibility/at-spi/Makefile
1.43 accessibility/dasher/Makefile
1.65 accessibility/gail/Makefile

(Only the first 10 of 2842 ports in this commit are shown above. View all ports for this commit)
- 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)
Sun, 13 Aug 2006
[ 23:16 alepulver ] Original commit 
1.15966 /CVSROOT/modules
1.1024 games/Makefile
1.16 games/q3cellshading/Makefile
1.2 games/q3cellshading/distinfo
1.7 games/q3cellshading/files/patch-code-unix-Makefile
1.2 games/q3cellshading/pkg-descr
1.4 games/q3cellshading/pkg-plist
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

Number of commits found: 3

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