Yet again new BRTECH1 preview tech demo video
The here new model lighting implementation is based on light-grid-voxel-based per pixel lighting on the GPU with a OpenGL 3D texture with light ambient color, light diffuse color and light direction normal (X&Y in each texel alpha channel, Z will reconstructed inside the GLSL shader code) per two RGBA8 texels/voxels.
It loads QuakeLive maps directly from the original app data data path of the legal-installed QuakeLive browser plugin installation on-the-fly for private engine-development-test purposes.
QuakeLive map toxicity:
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