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headers already sent by (output started at [ROOT]/includes/functions.php:3922) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4789: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4790: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4791: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3922) InsideQC Forums • View topic - Doom 3 engine release and game code
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Eeh, yeah, I can learn from ARB shader that is proprietary and create my own. It's just a math and it will be the same for third-party shaders. There is no way the case could go to court and even if it does, it would be very hard to win it.
In other words, these shaders I have now are written from scratch, but are compatible with Doom 3 / RoE. So why wouldn't we be able to release them under whatever license we want to (or just use them for production) ?
yeah, that's what we use, but there is no GLSL backend. Also the author created a patch for aggregated GLSL backend work (raynorpat's and logical error's put together), but it's still the same half-way done GLSL back end.
<not related to the above but i discovered a big whoops by the ID folks
#define ID_STATIC_TEMPLATE static was used as a template for __forceinline well you cannot do that as __forceinline is allready static by nature. msvc lets it pass but both mingw and intel refuses to compile this xD.
In regards to motorseps issue im still working on it but someone more used to shader code might have better luck adding the missing parts (two or so functions missing).
Btw, has anyone started porting mfc stuff for the editors to qt or something similar ? Otherwise we will end up without tools because mfc only supported with commercial MSVC (not Express).
Havent looked into it myself but i remember earlier in this thread that the darkmod folks had created a working standalone editor for doom3 In case others need to convert MFC code to wxwidgets for crossplatform i do have a handy macro for visual studio that does a lot of the work.