Mmm, it turned out I had to restart IE... I have the file now.
Ok, here is my BETA release. It is still full of issues, but it works. Here is what you need to run it:
* WiiBrew Quake GX.
* Water vissed maps.
Then download
http://www.sdengineering.nl/quake/boot.dol and replace the file in Quake GX folder.
Issue list:
* framerate: 10-30fps, depending on amount of overdraw and complexity. For example, E1M6 has lots of overdraw, which results in too many non visible lights being rendered. I'm currently working on implementing portals to determine visibility. According to some old quake articles by Michael Abrash the amount of overdraw may vary between 50 and 150% (or 1.5 to 2.5 times). So being able to cull out those surfaces may help quite a bit actually
* black flickery noise: it seems that when I use the HW to clear the framebuffer after a stencil to texture export this seems to happen. Perhaps a timing issue or something. Anyway it doesn't happen if I clear the framebuffer by drawing a rect on top of it. However, using the hardware is about 10% faster, so that's the way it is done. Hopefully I can find a fix for that sometime
* minor z-fighting issues: it seems that Zbuffering isn't that precise. This sucks when doing volumes. Most of it could be solved by just projecting volume frontcaps a pixel behind the casting surface. However, in some cases you may still see it.
* visible seams in shadows: not sure why, because in my opinion all edges overlap. But perhaps that's the issue
* memory starvation: I'm currently on the edge of memory usage. Mostly because I precalc all static volumes. And since there are many lights, there are many static volumes. The problem is that Quake seems to load models into cache without freeing enough memory to fit em. This result in a HANG. Haven't looked into the mechanics yet.
* A bit too tight culling: some surfaces may be culled from the light while they shouldn't. If you can get through E1M6 you'll see it happen
* Water not completely okay
* Shadowing is done using frontfaces only. Backfaces is about 20% faster, but sometimes results in holes.
* When there isn't enough stencil textures available you may see some shadow popping
* Issues with brush models (i.e. doors and ammoboxes) lighting. It seems to be viewposition based, but weird thing is that I don't use player position at all when it comes to lighting (lights are in world space, and are transformed back to model space. So when the model doesn't move this transformation is constant and therefore should affect lighting this way)
* smoothshading sometimes doesn't look that smooth at all (perhaps not all normals, tangents and bitangents are calculated properly)
* [edit] no dynamic lighting yet.
* [edit] only lights with radius bigger than 200 are being processed. These have shadows enabled. However, it results in some rooms being dark because quake uses lights with smaller radi in those rooms
Some new shots:
Note: below is taken from custom map The Occursed by Elek.
Have fun, let me know if you find any issues other than listed above!