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path: root/src/renderergl2/tr_world.c
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2014-06-17OpenGL2 don't try to dlight surfaces that had all dlights culledZack Middleton
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.
2014-06-17#6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.SmileTheory
2014-06-17OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.SmileTheory
2014-06-17#5979: Cubemap support for opengl2.SmileTheory
2014-06-17Fix r_nocurves in OpenGL2 rendererZack Middleton
Check r_nocurves in surface cull. While r_nocurves is enabled, don't use merged surfaces because merged curves would be renderer. (note: surface merging is enabled by r_mergeLeafSurfaces)
2014-06-17Fix r_speeds 4 in OpenGL2 rendererZack Middleton
2013-05-31reduce the amount of compiler warnings for variable shadowing/dev/humancontroller
2013-03-27Fix some of the things clang --analyze flaggedTim Angus
2013-02-16Update copyright noticesTim Angus
2013-02-16renderer -> renderergl1, rend2 -> renderergl2Tim Angus