jsGLHexen2 - Enhanced OpenGL Hexen II engine  

New Features
============
Wheel Mouse Support
-------------------
Tested with :  
	Genius NetScroll+
	Logitech WheelMouse
	MS InteliMouse 

FPS Counter
-----------
cvar :   show_fps 
menu :   'Options' -> 'FPS Counter'
default: 0 (off)

============================= Fog =======================================

Global fog
----------
cvar :   gl_fogenable
menu :   'Options' -> 'Fog' -> 'Fog'
default: 0 (off)

Global fog start
----------------
cvar :   gl_fogstart
menu :   'Options' -> 'Fog' -> 'Fog Start'
default: 400 (200, 4096)

Global fog end
--------------
cvar :   gl_fogend
menu :   'Options' -> 'Fog' -> 'Fog End'
default: 2000 (200, 4096)


Global fog colour
-----------------
cvar :   gl_fogred
		 gl_foggreen
		 gl_fogblue	
menu :   'Options' -> 'Fog' -> 'Red Fog'
		      'Green Fog'
		      'Blue Fog' 
default: 0.5 (0.0 , 0.1)


Underwater Fogging
------------------
cvar :   gl_underwaterfog
menu :   'Options' -> 'Fog' -> 'Underwater Fog'
default: 1 (on)


============================= Glows ============================================

Glow effects - Torches and flames
---------------
cvar :   gl_glows 
menu :   'Options' -> 'Glows' -> 'Glows'
default: 0 (off)

Glow effects - Missiles
---------------
cvar :   gl_missile_glows 
menu :   'Options' -> 'Glows' -> 'Missile Glows'
default: 0 (off)

Glow effects - Other (Mana & powerups)
---------------
cvar :   gl_other_glows 
menu :   'Options' -> 'Glows' -> 'Other Glows'
default: 0 (off)


============================ Shadows and Water =====================================

Shadows
-------
cvar :	 r_shadows
menu :   'Options' -> 'Shadows and Water' -> ' Shadows'
default: 1 (on)

note: Removed shadows from some objects (weapons, poverups, torches).
      Shadows can be removed form models individualy by editing model flags 
      (new flag : EF_NOSHADOW -> 0x1000000 )

Stencil buffered shadows
------------------------
cvar :	 gl_stencilshadow
menu :   'Options' -> 'Shadows and Water' -> 'Stencil Buffer'
default: 0 (off)


Shadow transparency
-------------------
cvar :	 gl_shadowalpha	
menu :   'Options' -> 'Shadows and Water' -> 'Shadow Transparency'
default: 0.5 (0.0 , 1.0)


Water transparency
------------------
cvar :	 r_wateralpha
menu :   'Options' -> 'Shadows and Water' -> 'Water Transparency'
default: 0.4 (0.0 , 1.0)


Force transparency for all liquid surfaces
------------------------------------------
cvar :   gl_force_liguid_transparency
menu	 'Options' -> 'Shadows and Water' -> 'Force liquid transparency'
default: 0 (off)

Water ripple
------------
cvar :	 gl_waterripple	
menu :   'Options' -> 'Shadows and Water' -> 'Water ripple'
default: 5 (0 , 10)

Water warping
-------------
cvar :	 gl_waterwarp
menu :   'Options' -> 'Shadows and Water' -> 'Water warp'
default: 0 (off)

========================== Lighting =====================================

Alias models light lerping
--------------------------
cvar :   r_lerp_alias
menu :   'Options' -> 'Lighting' -> 'Light Lerping'
default: 0 (off)


Static colored lights
---------------------
cvar :   gl_coloredlight
menu :   'Options' -> 'Lighting' -> 'Colored lights' [WHITE, COLORED, BLEND]
default: 1 (0, 1, 2) 	


Colored dynamic lights
----------------------
cvar :	 gl_colored_dynamic_lights
menu :   'Options' -> 'Lighting' -> 'Colored dynamic lights'
default: 0 (off)

Extra dynamic lights
--------------------
cvar :	 gl_extra_dynamic_lights
menu :   'Options' -> 'Lighting' -> 'Extra dynamic lights'
default: 0 (off)


========================= Texturing ====================================

Detail Textures
---------------
cvar :	 gl_detailtexture
menu :   'Options' -> 'Texturing' -> 'Detail Textures'
default: 0 (off)

cvar :gl_detailscale
default: 8 (1 , 64)

requires : detail.tga or detail.pcx in 'DATA1\textures' directory


Underwater caustics
-------------------
cvar :   gl_caustictexture 
menu :   'Options' -> 'Texturing' -> 'Underwater Caustics'
default: 0 (off)

cvar :   gl_causticalpha
default: 0.5 (0.1 , 1.0)

requires : 1 to 32 textures named caust0 to caust31 (TGA or PCX) in 'DATA1\textures' directory


Chrome effects
---------------
cvar :   gl_shinytexture 
menu :   'Options' -> 'Texturing' -> 'Chrome Effects'
default: 0 (off)

cvar :   gl_shinyalpha
default: 0.5 (0.1 , 1.0)

requires : shiny.tga ,shiny2.tga or shiny.pcx,shiny2.pcx in 'DATA1\textures' directory

External textures ( TGA and PCX )
---------------------------------
cvar :   r_texture_external
menu :   'Options' -> 'Texturing' -> 'External textures'
default: 1 (on)

Put files in directory 'DATA1\textures' or 'DATA1\textures\mapname\'


Sprite fix
----------
cvar :	 r_spritefix
menu :   'Options' -> 'Texturing' -> 'Sprite fix'
default: 1 (on)

Alternative (usualy better) method for sprite resampling 

Gamma correction
----------------
cvar:   gamma
default: 1.0 (0.0 , 1.0)


Known Bugs
==========
Incorect shadow color in colored lighting mode (-lm_4) 
when r_fullbright is set to 1 

Global fog not working correctly     

r_fullbright ,r_lightmap not effective with multitexturing

No water transparency with 'gl_texsort' set to '0'.

Test configuration 
==================
PII 400 Celeron , 196 MB RAM , ATI Radeon 7500 64MB DDR RAM    , Win 98
PII 350		, 256 MB RAM , Matrox Millenium G400 16MB RAM  , Win 98     

Compatibility
=============
Ati Radeon 	- OK (Win 98)
Matrox G400	- OK (Win 98) 

Code from tutorials and quake engines 
=====================================
Fixing model glows 		  - KrimZon
Working gamma	   		  - Muff
FPS Display        		  - Muff
Glow effects 	   		  - Muff
Improved shadows   		  - Muff
Light lerping      		  - Pox      
Waterriple			  - Korax

Colored dynamic lights		  [MhQuake] 
Colored static lights		  [MhQuake] 
External textures support 	  [TomazQuake] 
Underwater fogging  		  [MHQuake]
Mouse wheel support 		  [QMB]
Detail, caustic, chrome effects   [QMB, TomazQuake, Unofficial GlQuake]

