Seems a strange omission.
Seems a strange omission.
> As Christoph states on his site [1] ...
[1] http://brechpunkt.de/q2vkpt [2] https://github.com/cschied/q2vkpt
“But what’s new with Quake II RTX compared to Q2VKPT?”, you ask. A lot. We’ve introduced real-time, controllable time of day lighting, with accurate sunlight and indirect illumination; refraction on water and glass; emissive, reflective and transparent surfaces; normal and roughness maps for added surface detail; particle and laser effects for weapons; procedural environment maps featuring mountains, sky and clouds, which are updated when the time of day is changed; a flare gun for illuminating dark corners where enemies lurk; an improved denoiser; SLI support (hands-up if you rolled with Voodoo 2 SLI back in the day); Quake 2 XP high-detail weapons, models and textures; optional NVIDIA Flow fire, smoke and particle effects, and much more!
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[1] http://www.gnu.org/licenses/gpl-faq.html#GPLRequireSourcePos...