Age | Commit message (Collapse) | Author | |
---|---|---|---|
2017-03-09 | stop depending on the system-reserved _DEBUG preprocessor-define | /dev/humancontroller | |
2015-03-17 | OpenGL2: Support half floats for texcoords and vertex colors. | SmileTheory | |
2015-03-17 | OpenGL2: Fix corrupt models. | SmileTheory | |
2015-03-17 | OpenGL2: Interleave vertex data for static MD3s. | SmileTheory | |
2015-03-17 | OpenGL2: Vertex array object support. | SmileTheory | |
2015-03-17 | OpenGL2: VBO cleanup. | SmileTheory | |
2014-06-17 | OpenGL2: Really obvious optimization to previous commit. | SmileTheory | |
2014-06-17 | OpenGL2: Reimplement MD3 tangent space calculation. | SmileTheory | |
2014-06-17 | Don't use memset with non-zero value to fill ints | Zack Middleton | |
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too. | |||
2014-06-17 | Make R_LerpTag return qfalse if MDR tag does not exist | Zack 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. | |||
2014-06-17 | OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for ↵ | SmileTheory | |
normals/tangents/lightdirs | |||
2014-06-17 | Fix white flash levelshot bug in OpenGL1 | Zack 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. | |||
2014-06-17 | #6069: Remove md4 model support. | SmileTheory | |
2014-06-17 | OpenGL2: Calculate bitangent in shader, and store normal/tangent as ↵ | SmileTheory | |
normalized byte arrays. | |||
2014-06-17 | OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. | SmileTheory | |
2014-06-17 | OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. | SmileTheory | |
2014-06-17 | Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexes | Zack Middleton | |
The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface. | |||
2013-05-31 | Show surface names in excessive vertexes and triangles warnings | Zack Middleton | |
Add newlines to renderergl2's R_LoadMD3 vertex and triangle warnings. | |||
2013-03-19 | Remove RAVENMD4 #define | Tim Angus | |
2013-03-19 | Fix RAVENMD4 warnings in OpenGL2 | Zack Middleton | |
2013-02-16 | Update copyright notices | Tim Angus | |
2013-02-16 | renderer -> renderergl1, rend2 -> renderergl2 | Tim Angus | |