This is a renderer for ioquake3 that uses bgfx to support multiple graphics APIs.
Minimum requirements: OpenGL 3.2 or Direct3D 11.
- Anti-aliasing - MSAA, SMAA
- Soft sprites
- Real dynamic lights, with extra dynamic lights for Q3A weapons - BFG, Lightning, Plasma, Railgun
- Bloom
| Bloom | Extra Dynamic Lights |
|---|---|
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| Planar Reflections | Soft Sprites |
|---|---|
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premake5 gmake if premake5 is in your PATH. Otherwise, ./bin/premake5 gmake to use the local copy of premake.
The generated makefiles are written to build.
Packages: libgl1-mesa-dev libsdl2-dev
ioquake3 SDL2 libs and headers are required. Clone ioquake3 to the same parent directory as ioq3-renderer-bgfx.
Use ioq3-premake-msvc.
Linux/Cygwin/MinGW-w64/MSYS2: premake5 shaders or ./bin/premake5 shaders
Visual Studio: run bin/shaders.bat
Copy the renderer binaries from build\bin_* to where you have a ioquake3 test build installed.
Select the renderer in-game with cl_renderer bgfx followed by vid_restart.
Run the following console variables without any arguments to see a list of possible values.
| Variable | Description |
|---|---|
| r_aa | Anti-aliasing. |
| r_backend | Rendering backend - OpenGL, Direct3D 9 etc. |
| r_bgfx_stats | Show bgfx statistics. |
| r_bloom | Enable bloom. |
| r_bloomScale | Scale the bloom effect. |
| r_dynamicLightIntensity | Make dynamic lights brighter/dimmer. |
| r_dynamicLightScale | Scale the radius of dynamic lights. |
| r_extraDynamicLights | Enable extra dynamic lights on Q3A weapons. |
| r_fastPath | Disables all optional features to improve performance. |
| r_lerpTextureAnimation | Use linear interpolation on texture animation - flames, explosions. |
| r_maxAnisotropy | Enable anisotropic filtering. |
| r_textureVariation | Hide obvious texture tiling in a few Q3A maps. |
| r_waterReflections | Show planar water reflections. Only enabled on q3dm2 for now. |
| Command | Description |
|---|---|
| r_captureFrame | Capture a RenderDoc frame. |
| screenshotPNG |
The renderer must be built in debug mode - make config=debug_x86 or make config=debug_x86_64.
Place the RenderDoc shared library - renderdoc.dll or librenderdoc.so - in the same directory as the renderer binary.
Use the r_captureFrame console command to capture a frame. Bind it to a key so the console doesn't show up in the capture.
Capture files will be saved to the same directory as the ioquake3 executable as ioq3-renderer-bgfx_frameX.rdc where X is the frame number.



