Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-08-28 | Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c | Zack Middleton | |
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop. | |||
2014-08-28 | OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar ↵ | SmileTheory | |
defaults. | |||
2014-06-17 | #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. | SmileTheory | |
2014-06-17 | Fix R_GetEntityToken ending prematurely | Zack 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 "". | |||
2014-06-17 | Fix error handling in R_ParseSpawnVars | Zack Middleton | |
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. | |||
2014-06-17 | Don't wash out HDR vertex lite surfaces in OpenGL2 | Zack Middleton | |
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. | |||
2014-06-17 | OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 | SmileTheory | |
2014-06-17 | OpenGL2: Oops, set lightmap alpha to 1. | SmileTheory | |
2014-06-17 | OpenGL2: Fix bug in ColorToRGBM(). | SmileTheory | |
2014-06-17 | OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps. | SmileTheory | |
2014-06-17 | Fix OpenGL2 non-HDR map surface over brighting | Zack Middleton | |
Vertex lit map surfaces were saturating to white when r_mapOverBrightBits was increased and r_hdr was disabled. Now the color is normalized like lightmaps and lightgrid when r_hdr is disabled. Which is the same as OpenGL1. Noticeable on misc_model trisoup. | |||
2014-06-17 | Fix GL2 deluxemap 0,0,0 to 127,127,127 | Zack Middleton | |
Checked if first byte was 0 twice instead of checking second byte. | |||
2014-06-17 | OpenGL2: Calculate bitangent in shader, and store normal/tangent as ↵ | SmileTheory | |
normalized byte arrays. | |||
2014-06-17 | Fix comparing unsigned values to < 0 in gl2 | Zack Middleton | |
2014-06-17 | OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. | SmileTheory | |
2014-06-17 | OpenGL2: Small optimizations and comments in world VBO creation and surface ↵ | SmileTheory | |
merging. | |||
2014-06-17 | OpenGL2: Prefer VBO/IBO sizes of around 4MB. | SmileTheory | |
2014-06-17 | OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. | SmileTheory | |
2014-06-17 | OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs ↵ | SmileTheory | |
by shader. | |||
2014-06-17 | OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour. | SmileTheory | |
2014-06-17 | OpenGL2: Fix inaccurate RGBM calculation. | SmileTheory | |
2014-06-17 | OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. | SmileTheory | |
2014-06-17 | #5979: Cubemap support for opengl2. | SmileTheory | |
2014-06-17 | Add assignment below declarations otherwise compiling fails with msvc | Henry Stratmann III | |
Signed-off-by: Zack Middleton <zturtleman@gmail.com> | |||
2014-06-17 | Fix r_mergeLightmaps 0 crashing OpenGL2 renderer | Zack Middleton | |
tr.fatLightmapStep was 0 and caused modulus division by 0. | |||
2013-05-31 | fix some "\n"-related stuff | /dev/humancontroller | |
add missing "\n"s to some Printf()-like calls (in Rend2) drop erroneous "\n"s from some Error()-like calls (in Rend2) drop erroneous "\n" from a Com_Error() call (in vm_sparc.c) | |||
2013-05-31 | Suppress warning | Tim Angus | |
2013-05-03 | Don't scale shadow multipliers by overbrightbits, and improve documentation. | SmileTheory | |
2013-05-03 | Starting sunlight experimentation branch | SmileTheory | |
2013-03-27 | Fix some of the things clang --analyze flagged | Tim Angus | |
2013-02-16 | Update copyright notices | Tim Angus | |
2013-02-16 | Remove a few name tags | Tim Angus | |
2013-02-16 | renderer -> renderergl1, rend2 -> renderergl2 | Tim Angus | |