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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.