added README
parent
2d697e36c7
commit
0743e6c986
|
@ -0,0 +1,55 @@
|
|||
Tesseract is a fork of the Cube 2: Sauerbraten engine. The goal of Tesseract
|
||||
is to make mapping more fun by using modern dynamic rendering techniques, so
|
||||
that you can get instant feedback on lighting changes, not just geometry.
|
||||
|
||||
No more long calclight pauses... just plop down the light, move it, adjust its
|
||||
color. It all happens in real-time now.
|
||||
|
||||
Tesseract removes the static lightmapping system of Sauerbraten and replaces
|
||||
it with completely dynamic lighting system based on deferred shading and
|
||||
shadowmapping.
|
||||
|
||||
It provides a bunch of new rendering features such as:
|
||||
|
||||
* deferred shading
|
||||
* omnidirectional point lights using cubemap or tetrahedral shadowmaps
|
||||
* orthographic projection sunlight using cascaded shadowmaps
|
||||
* HDR rendering with tonemapping and bloom
|
||||
* screen-space ambient occlusion
|
||||
* screen-space reflections and refractions for water and glass (use as many water planes as you want now!)
|
||||
* screen-space refractive alpha cubes
|
||||
|
||||
Install:
|
||||
|
||||
Currently, to use Tesseract you must have a copy of the "packages" directory
|
||||
from a recent checkout of Sauerbraten SVN. To get a copy of Sauerbraten SVN,
|
||||
please see the following page: http://sourceforge.net/scm/?type=svn&group_id=102911
|
||||
|
||||
If you are on Linux or other unixoid, just make a symlink to the Sauerbraten
|
||||
packages directory inside your Tesseract directory. You can also edit the
|
||||
tesseract_unix file to point to an existing Sauerbraten SVN checkout.
|
||||
|
||||
On Windows, do a checkout of the Sauerbraten SVN inside the Tesseract directory,
|
||||
or edit the tesseract.bat file to point to an existing Sauerbraten SVN checkout
|
||||
you might have.
|
||||
|
||||
Editing:
|
||||
|
||||
To make shadowmapped point lights, just make light entities as normal.
|
||||
|
||||
To make cascaded shadowmapped sunlight, just use the normal sunlight commands:
|
||||
sunlightcolor
|
||||
sunlightyaw
|
||||
sunlightpitch
|
||||
You can also set sunlightyaw and sunlightpitch from your current direction with the following command:
|
||||
getsundir
|
||||
|
||||
To make refractive alpha cubes:
|
||||
First mark the cubes with the alpha material. Use valpha or texalpha to set the transparency level as normal.
|
||||
Then use either of the following commands:
|
||||
vrefract K [R G B]
|
||||
K is the strength of the refraction, on a scale of 0 to 1, 1 meaning distortion spanning the entire screen, 0.5 spanning half the screen, etc.
|
||||
The direction of the distortion is taken from the normal-map of the texture.
|
||||
R G B are optional and specify a color for the refraction, with each component being on a scale of 0 to 1 as well.
|
||||
|
||||
|
Loading…
Reference in New Issue