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ioq3-renderer-bgfx

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This is a renderer for ioquake3 written in C++ and using 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, FXAA
  • Soft sprites
  • Real dynamic lights
  • Extra dynamic lights for Q3A weapons - BFG, Lightning, Plasma, Railgun

Binaries

Windows (x86)

Linux (x86_64)

These are updated after every commit.

Compiling

Prerequisites

Clone bgfx and bx to the same parent directory as ioq3-renderer-bgfx.

Linux

Required packages: libgl1-mesa-dev libsdl2-dev

./premake5 shaders
./premake5 gmake
cd build
make

Cygwin/MinGW-w64/MSYS2

Clone ioquake3 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.

Usage

Copy the renderer binaries from build\bin_* to where you have a ioquake3 test build 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_aa_hud Anti-aliasing for 3D HUD elements.
r_backend Rendering backend - OpenGL, Direct3D 9 etc.
r_bgfx_stats Show bgfx statistics.
r_brightness
r_contrast
r_dynamicLightIntensity Make dynamic lights brighter/dimmer.
r_dynamicLightScale Scale the radius of dynamic lights.
r_gamma
r_maxAnisotropy Enable anisotropic filtering.
r_saturation

Console Commands

Command Description
screenshotPNG