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Please give me your LTO-4 or better tape library and I'll put it to good use.
found something from the cache
non port: head/games/q3cellshading/pkg-plist
SVNWeb

Number of commits found: 3

Fri, 16 Jan 2015
[ 20:14 amdmi3 ] Original commit 
377198 games/nInvaders/pkg-plist
377198 games/netherearth/pkg-plist
377198 games/netrek-client-cow/pkg-plist
377198 games/oneko/pkg-plist
377198 games/openmsx/pkg-plist
377198 games/opensfx/pkg-plist
377198 games/opensonic/pkg-plist
377198 games/ptkei/pkg-plist
377198 games/q3cellshading/pkg-plist
377198 games/qtv/pkg-plist

(Only the first 10 of 28 ports in this commit are shown above. View all ports for this commit)
- Drop @dirrm* from and add empty directories to plists

Approved by:	portmgr blanket
Fri, 18 Apr 2014
[ 09:16 pawel ] Original commit 
351523 games/q3cellshading/Makefile
351523 games/q3cellshading/files/patch-code-qcommon-vm_x86.c
351523 games/q3cellshading/pkg-plist
- Fix build with clang (global var defined as static,
  unrecognized compiler arguments)
- Add staging support
- Use options subs

MFH:		2014Q2
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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