Different optimization levels:
In case someone is missing an universal binary version for Mac OS X, one can be found here.
Tenebrae 2 CVS build
(334,652 bytes,
last modified 29 Nov 2004 04:24:25 EET)
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I hope that's clear enough :)
2007-05-07 01:11 * Added Mac OS X universal binary I had lying around in case someone wants one. Recompiled it with the latest Xcode version (2.4.1). 2005-01-22 04:53 * Just testing builds from Visual Studio 2005 beta, no other changes. 2004-11-29 02:53 * Charles implemented nice post-processing effects for the ARB path (see post* cvars). For NVidia cards use -nonv3x command line switch to get it to use the ARB path, Radeons use it by default, gl_postprocess 0 turns it off, values 1 and 2 have slightly different results. 2004-11-07 20:24 * added a few builds of Tenebrae 1 with different optimizations. 2004-08-27 18:39 * fixed ARB fragment program path to work with Catalyst 3.8 and newer, the driver miscompiled the old shader due to some left over unused fog variables. 2004-06-20 00:42 * fixed broken EXT_stencil_two_side code so shadows should be ok now with NVidia cards too. 2004-06-14 01:23 * added some two-sided stencil code to the Tenebrae 1 CVS build 2003-09-16 21:51 * some more work on the experimental build, small changes here and there 2003-07-23 12:48 * got myself a FX 5200 yesterday and coded a quick NV3x path for it as the card is very slow using ARB path and not much faster with GF3/4 path. I got some 10-15% improvement over either path with this so I guess it was worth it. So feel free to test the experimental build. 2003-07-14 18:57 * ugh, not another Tenebrae release with a bug in ARB code... This time all maps without fog defined lack all dynamic lighting unless they use fog_enabled 0 or -noarb which forces Radeon/GF3 path. The experimental build here has that hopefully fixed, but it also has some cleanups I made, which aren't quite ready for CVS, so ... 2003-06-26 02:27 * Charles has been busy so a new Tenebrae 1 CVS build is in order, this time with a long awaited support for original Quake protocol demos and mods. Some other (non-)visible fixes and features are (courtesy of Charles' CVS comments :) - Changed pack loading order (Fix for Hipnotic, check in new packs first then the old ones) - Fix for mesh model drawing - Fix bug with instants becoming invalid - Fix for rotating brush models - Fixed nasty bug with entities with flags (grenates, rotating weapons,...) not casting shadows - Experimental dynamic vid mode switches - Fixed new particle effects overflowing network packets when much particles are spawned at once 2003-06-03 21:11 * a newer CVS build of Tenebrae 1, this time mostly because I switched to Visual Studio .NET 2003. The other small changes are support for top-bottom TGAs from Lord Havoc and a further fix to the "Radeon smoke bug", namely light color. 2003-05-07 22:07 * made a Tenebrae 2 CVS build available in request of Andrew Scagnelli (lilblackdemon in the Tenebrae forums). It contains only the stuff in the CVS, so you can't actually run it as such probably without some datafiles from Charles. So unless you know what you are doing, don't even try it yet. We'll make a proper beta in time. 2003-05-01 03:01 * a newer CVS build again, mainly due to the infamous "Radeon smoke bug" which is now finally fixed. Some other changes too, bumping the network protocol number to 667 thus making the old demos not work. It might be good to download the 1.04 beta too to get some updated data files too (fixing the other infamous bug in E3M3). 2003-04-06 04:30 * a new CVS build again, this time actually fixing the ARB path... 2003-02-12 00:20 * uploaded a new CVS build for people with Radeon 9500+ and having funny looking walls, there was a typo in the shader code, which effectively disabled them. Also other fixes made after 1.03 release are in, especially in MD3 support. 2002-12-30 22:09 * accidentally left some sanity checks into the ARB code which are triggered from the other code, temporarily disabled those checks 2002-12-30 20:48 * updated with latest CVS stuff including various fixes, especially on MD3 support * progs.dat updated to CVS, includes separated flare and grenade launcher (yay!) * new experimental ambient/luma pass code for ARB_fragment_program path (Radeon 9500+ at the moment) * Removed the old Radeon code as it didn't seem to have any effect... 2002-12-11 20:34 * seems the new Radeon code in 1.03 crashes some machines with 8500 (of course no one mentioned this to me _before_ the release... Well this build uses the slower old code by default, -newradeon switch turns the new faster code on. The old code seems to have problems with _some_ filtered lights, eg. some of the lights in the elevator of Willi's testmap (the bottom light casts light on the elevator, the others don't... really no idea why...) Anyway, please let me know if this fixes the crash or not. 2002-12-02 08:36 * made a build for Idiot (yes, he insists on being called that) with Adam's transform interpolation code, link above 2002-12-02 04:24 * ok it was just the ancient flex I had at first (damn Symbian SDK...), works fine now. Remember to make a search and replace "emmiter" -> "emitter" on your particle files. 2002-12-02 04:07 * CVS update to get Charle's latest stuff in. Includes: - cleaned up mesh loading code - limitations to mirror drawing distance - particle script can now be in a pak file This version still wants particle files to use the typoed command "emmiter" instead of correct "emitter" because the flexed file wasn't updated in CVS and my version gave nothing but parse errors... Will try to fix that. 2002-12-01 11:50 * move directory ahead of pak files in search order, allows regular files to override paks 2002-11-30 22:49 * CVS update to get Charles' fixes, mirror bug, caustics on glass and teleporters and removing decals with zero vertices 2002-11-30 02:15 * updated progs.dat from CVS to include Adam's fixes for misc_model and non-bleeding switches 2002-11-29 23:40 * draw particles with two triangles as a quad instead of one triangle wasting fill rate 2002-11-29 22:53 * added command line parameter -anisotropy to control anisotropic texture filter level 2002-11-29 18:27 * update progs.dat to include hipsound.qc, fixes ambient sounds 2002-11-29 17:17 * CVS update to get Faded's md3 fix in