Age | Commit message (Collapse) | Author |
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It doesn't have pkg-config metadata (at least on Debian), so if the
user doesn't override it, assume normal system paths.
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Similar to libcurl, we didn't use OPENAL_LIBS and assumed it was
always "-lopenal".
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We didn't add CURL_CFLAGS to CLIENT_CFLAGS on all platforms, and didn't
use CURL_LIBS at all, so if "pkg-config --libs" returned "-L... -lcurl"
or even "/.../libcurl.a", it wouldn't work.
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This lets us find a library in a non-standard library directory
(via -L in the pkg-config metadata), and allows overrides similar to
the Autoconf convention, e.g.
make FREETYPE_CFLAGS=-I/opt/freetype/include \
FREETYPE_LIBS="-L/opt/freetype/lib -lfreetype"
If pkg-config didn't work, assume that Freetype is in the default
location.
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Linux distributions that want to link dependencies externally will
generally want to link (almost) every dependency externally; similarly,
minimal-dependency builds that want to use the embedded copies of
dependencies will generally want to do so for (almost) every dependency.
Make it easier to choose one of those by setting USE_INTERNAL_LIBS=0
or USE_INTERNAL_LIBS=1, respectively.
The default can still be overridden per-dependency; for instance,
"make USE_INTERNAL_LIBS=0 USE_INTERNAL_OPUS=1" will use the system
version of everything except Opus.
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In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.
However if using a repeating image (tr.defaultImage instead of tr.dlightImage);
* In OpenGL1 image is only drawn on surfaces close to dlight origin.
* In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.
It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)
I have no idea why this isn't a problem in OpenGL1.
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Found by Coverity.
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I changed warning to error in 9d74227559d46b85d0c43d395cd280d3de7ae8f4,
which broke JA's mp/ctf4 map and probably others.
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Found by Coverity.
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Zero length lightmap lump will have NULL tr.lightmaps.
OpenGL1 already has this check, because r_vertexLight 1
would crash Team Arena. OpenGL2 does not disable loading lightmaps
when r_vertexLight is 1 though, so it does not have that issue.
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Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
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Coverity doesn't care if there is a warning, out of bounds access is bad.
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Elite Force SDK has trap_R_LerpTag return void, so this shouldn't cause issues for iostvef.
Allows new games to check if a tag exists in a MDR model.
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Clang warns and errors because of them on various platforms.
Based on pull request #43 by @xhairball.
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No variable even exists.
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If a pk3 search path is passed to FS_FOpenFileReadDir, a non-zero
file handle is returned if file is not found. This causes incorrect
behavior in FS_ReadFileDir (when a pk3 search path is passed in)
which only checks file handle, not length, for seeing if file exists.
I don't know of any issues in ioq3 caused by this.
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This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1.
Cause crashes if com_soundMegs is 32.
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It doubles the size of the data compared to the default (22050),
so increase the buffer automatically. Likewise, decreasing speed
doesn't need as much (though that doesn't really matter).
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Caused a crash. Already done for looping sounds.
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Used for drawing sun, which is supported by both OpenGL1 and OpenGL2.
OpenGL2 already parses it.
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If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.
Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).
The map poq3dm5 has a "wait" key with value "".
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When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.
Also add newlines to printfs.
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Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.
BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.
This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.
I had enabled this for non-HDR before, but now HDR needs it too.
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