Why use DirectX when OpenGL3.0 is better?
www.rweb.co.nr: The game you showed uses HDR lighting to do that dynamic sunlight effect. All I want in Tremulous is HDR lighting and bump/normal mapping(and offloading more code onto the video card). We already have bloom lighting though a patch(but it's more of a evil hack than anything. Also, I don't think it does the effect through OpenGL, either).
I currently use the said bloom patch in my client I compiled by hand. It is FAR from done. An example of one of its bugs - Bloomed pixels on the sides of the screen blur into the opposite side, which is distracting because there are multiple lights just appearing out of nowhere. I'll show an example of this effect:

Notice the red light that is on the right edge of the screen. Only half of it is being shown on the screen. The bloom code is taking those bright pixels and is blooming it, and does it very well. However, the bloom effect is bleeding to the left side of the screen. To the player, this can look like an enemy coming up on the radar(for aliens) due to it being just inside of his peripheral vision, and you won't know the difference until you look, distracting you for half a second, just long enough that it gets annoying after a bunch of these artifacts keep popping up.
I don't recommend using this patch just yet as it is obviously unfinished and highly buggy. Does anyone know if this has been fixed in OpenArena yet?