# ioq3-renderer-bgfx **Repository Path**: xsrc/ioq3-renderer-bgfx ## Basic Information - **Project Name**: ioq3-renderer-bgfx - **Description**: No description available - **Primary Language**: Unknown - **License**: GPL-2.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2020-03-04 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README ## ioq3-renderer-bgfx [![Appveyor CI Build Status](https://ci.appveyor.com/api/projects/status/github/jpcy/ioq3-renderer-bgfx?branch=master&svg=true)](https://ci.appveyor.com/project/jpcy/ioq3-renderer-bgfx) [![Travis CI Build Status](https://travis-ci.org/jpcy/ioq3-renderer-bgfx.svg?branch=master)](https://travis-ci.org/jpcy/ioq3-renderer-bgfx) This is a renderer for [ioquake3](https://github.com/ioquake/ioq3) written in C++ and using [bgfx](https://github.com/bkaradzic/bgfx). Goal: Make Quake 3 Arena and derivitives look slightly better on a modern PC without content replacement. It doesn't need to run at 600fps, trade some of that performance for visuals. Status: Work in Progress. Not widely tested. Q3A and TA more or less look how they should. ## Features * Anti-aliasing - MSAA, SMAA * Soft sprites * Real dynamic lights * Extra dynamic lights for Q3A weapons - BFG, Lightning, Plasma, Railgun * Bloom ## Screenshots [![](http://i.imgur.com/86x8FN2.png)](http://i.imgur.com/WHYjbF0.jpg) [![](http://i.imgur.com/eA2ydm8.png)](http://i.imgur.com/vPhQbMc.jpg) [![](http://i.imgur.com/1QPNbzr.png)](http://i.imgur.com/LvMyLgB.jpg) [![](http://i.imgur.com/KkGO5Hc.png)](http://i.imgur.com/ShxFR3o.jpg) ## Binaries [Windows (x86)](https://bintray.com/jpcy/ioq3-renderer-bgfx/ioq3-renderer-bgfx-windows/test#files) [Linux (x86_64)](https://bintray.com/jpcy/ioq3-renderer-bgfx/ioq3-renderer-bgfx-linux#files) These are updated after every commit. ## Compiling ### Linux Required packages: libgl1-mesa-dev libsdl2-dev ``` ./premake5 shaders ./premake5 gmake cd build make ``` ### Cygwin/MinGW-w64/MSYS2 Clone [ioquake3](https://github.com/ioquake/ioq3) to the same parent directory as ioq3-renderer-bgfx. ``` ./premake5.exe shaders ./premake5.exe gmake cd build make ``` ### Visual Studio 1. Run `CompileShaders.bat` 2. Use [ioq3-premake-msvc](https://github.com/jpcy/ioq3-premake-msvc). ## Usage Copy the renderer binaries from `build\bin_*` to where you have a [ioquake3 test build](http://ioquake3.org/get-it/test-builds/) installed. Select the renderer in-game with `cl_renderer bgfx` followed by `vid_restart`. ### Console Variables Run the following console variables without any arguments to see a list of possible values. Variable | Description ------------------------|------------ r_aa | Anti-aliasing. r_backend | Rendering backend - OpenGL, Direct3D 9 etc. r_bgfx_stats | Show bgfx statistics. r_bloom | Enable bloom. r_bloomScale | Scale the bloom effect. r_dynamicLightIntensity | Make dynamic lights brighter/dimmer. r_dynamicLightScale | Scale the radius of dynamic lights. r_extraDynamicLights | Enable extra dynamic lights on Q3A weapons. r_lerpTextureAnimation | Use linear interpolation on texture animation - flames, explosions. r_maxAnisotropy | Enable [anisotropic filtering](https://en.wikipedia.org/wiki/Anisotropic_filtering). r_textureVariation | Hide obvious texture tiling in a few Q3A maps. r_waterReflections | Show planar water reflections. Only enabled on q3dm2 for now. ### Console Commands Command | Description ----------------|------------ screenshotPNG |