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  1. #28
    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:
    Last edited by BeRo; 26-04-2013 at 12:32 AM. Reason: Youtube video link corrected

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