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2015-03-17Fix renderergl1 warningsTim Angus
2015-03-17Fix a few warningsTim Angus
2015-03-17Port COM_ParseExt fixes to CommaParseZack Middleton
2014-08-28Fix incorrect rgbGen const reading uninitialized memoryZack Middleton
If ParseVector fails, color isn't fully set.
2014-08-28Use SDL 2 instead of SDL 1.2Tim Angus
2014-06-17Fix potential buffer overflow caused by long tcMod argsZack Middleton
Found by Coverity.
2014-06-17Make R_LerpTag return qfalse if MDR tag does not existZack Middleton
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.
2014-06-17Remove unused extern qboolean charSetZack Middleton
No variable even exists.
2014-06-17Bunch of comment fixesTequila
2014-06-17Parse q3map_sunExt in OpenGL1 tooZack Middleton
Used for drawing sun, which is supported by both OpenGL1 and OpenGL2. OpenGL2 already parses it.
2014-06-17Fix typo in animMap and videoMap warningsZack Middleton
2014-06-17Fix R_GetEntityToken ending prematurelyZack Middleton
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 "".
2014-06-17Check for buffer overflow for rail/lightning surfacesZack Middleton
2014-06-17r_noborder changes require a restartIR4T4
2014-06-17Fix white flash levelshot bug in OpenGL1Zack Middleton
If you tried to draw the last loaded image, gl texture 0 (which is appearently white) was used because renderer thought the image was already bound. Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
2014-06-17Remove R_AddAnimSurfaces and R_MakeAnimModel prototypesZack Middleton
2014-06-17#6069: Remove md4 model support.SmileTheory
2014-06-17End current draw surface before drawing cinematicZack Middleton
Fixes drawing StretchPic *before* CIN_DrawCinematic resulting in cinematic being drawn before the StretchPic.
2014-06-17Fix flares being invisible after vid_restartZack Middleton
flareCoeff was only set if r_flareCoeff cvar was set as modified. Cvars are set as modified when created or changed.
2014-06-17Remove vertexLightmap from textureBundle_t, it's never qtrueZack Middleton
2014-06-17Remove unused shader state code from tr_local.hZack Middleton
2014-06-17Initialize blendIndexesType and blendWeightsTypeZack Middleton
2014-06-17Fix IQM comments refering to IQM_BYTE instead of IQM_UBYTEZack Middleton
2014-06-17IQM int/float vertex arrays were already swappedZack Middleton
2014-06-17Add support for IQM int blend indices and float blend weightsZack Middleton
Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints. Heavily based on code by @zippers.
2014-06-17Support IQMs with joints and no posesZack Middleton
2014-06-17Revert "5097 - Menu corrupted on start (on IRIX)"Zack Middleton
Calling glClear( any bits ) in GL_SetDefaultState makes connect screen black using the proprietary NVidia driver on Windows and GNU/Linux. This reverts commit 92573270de98a20cd78842bd2043cfe07bc5b2e1.
2014-06-17Fix crash caused by too many surfaces in skinZack Middleton
2014-06-17Fix IQM tess buffer overflowZack Middleton
Set the variables that use tess.numVertexes after calling RB_CHECKOVERFLOW() as it may set tess.numVertexes to 0! Could cause visual issues and error "RB_EndSurface() - SHADER_MAX_VERTEXES hit".
2014-06-17Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexesZack Middleton
The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface.
2014-06-17Don't try to fog flares with fogNum 0Zack Middleton
fogNum 0 means no fog. Shaders don't try to apply fog color if fogNum is 0. This was done to make things more consistent and fix a crash in iortcw MP using a user made map on GNU/Linux x86_64.
2014-06-17Improve warning for shader missing opening braceZack Middleton
2014-06-17Check for shaders without closing braceZack Middleton
Shaders without closing brace can eat shaders in other files. Pass depth to SkipBracedSection instead of reparsing text as it messed up parse line numbers.
2013-05-31Fix null model axis disappearing if sky is in viewZack Middleton
2013-05-31Catch more bad shader syntax casesZack Middleton
Use to only ignore file in cases where both { and \0 were missing after shader name. Now ignore file when either are missing, such as "}\0".
2013-05-31clean up return statements a bit more/dev/humancontroller
2013-05-31drop some useless return statements/dev/humancontroller
2013-05-31reduce the amount of compiler warnings for variable shadowing/dev/humancontroller
2013-05-31Allow drawing sun in OpenGL1 rendererZack Middleton
Removed #if 0 ... #endif around RB_DrawSun(). Merged improvements and changes from OpenGL2 renderer.
2013-05-31Remove unused renderCommandList variable from renderersEnsiform
2013-05-31Show surface names in excessive vertexes and triangles warningsZack Middleton
Add newlines to renderergl2's R_LoadMD3 vertex and triangle warnings.
2013-03-27Fix some of the things clang --analyze flaggedTim Angus
2013-03-19Always initialize joint_names in R_LoadIQMZack Middleton
Reported by MAN-AT-ARMS
2013-03-19Fix loading and rendering IQMs with no jointsZack Middleton
2013-03-19Remove RAVENMD4 #defineTim Angus
2013-03-19Remove some more automatic sRGB image flags.SmileTheory
2013-03-19Fix USE_FREETYPE breakageTim Angus
2013-03-19Move renderers a bit closer togetherTim Angus
2013-03-19Fix size reserved for IQM jointMats (allocated more than used)Zack Middleton
2013-03-19Fix origin returned by IQM's LerpTagZack Middleton
It use to return pose joint's offset from base at the lerped frame, now it returns the joint's origin at the lerped frame. Patch by Axel Isouard and Zack Middleton.