Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-03-17 | OpenGL2: Change normal/tangent vertex encoding. | SmileTheory | |
2015-03-17 | OpenGL2: Speed up tonemap shader. | SmileTheory | |
2015-03-17 | OpenGL2: Fix corrupt models. | SmileTheory | |
2015-03-17 | OpenGL2: Bit of multidraw optimization. | SmileTheory | |
2015-03-17 | Fix a bug in previous commit. | SmileTheory | |
2015-03-17 | OpenGL2: Fix missing surfaces with r_mergeMultidraws 2. | SmileTheory | |
2015-03-17 | OpenGL2: Interleave vertex data for static MD3s. | SmileTheory | |
2015-03-17 | OpenGL2: Fix invalid texture parameter. | SmileTheory | |
2015-03-17 | OpenGL2: Reduce redundant GL calls. | SmileTheory | |
2015-03-17 | OpenGL2: Vertex array object support. | SmileTheory | |
2015-03-17 | OpenGL2: VBO cleanup. | SmileTheory | |
2015-03-17 | OpenGL2: Better BSP surface merging. | SmileTheory | |
2015-03-17 | OpenGL2: Don't segfault if r_ext_multitexture is disabled | Zack Middleton | |
2015-03-17 | Add function for clearing global shader instead of duplicating the code | Zack Middleton | |
2015-03-17 | Fix more warnings | Tim Angus | |
2015-03-17 | Fix renderergl2 warnings | Tim Angus | |
2015-03-17 | Fix 6155: OpenGL2: some shader stages remains visible through fog volumes | Zack Middleton | |
Fix CalcFog in generic_vp.glsl to fog fogged surfaces. Now it's the same as CalcFog in fogpass_vp.glsl. Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on. | |||
2015-03-17 | Port COM_ParseExt fixes to CommaParse | Zack Middleton | |
2015-03-17 | fixed formatting of a few GLSL float constants remove unneeded version ↵ | Anthony Pesch | |
number from texturecolor shader call GLSL_VertexAttribPointers after attribute arrays have been enabled | |||
2014-08-28 | Make it compile | Tim Angus | |
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 | Fix incorrect rgbGen const reading uninitialized memory | Zack Middleton | |
If ParseVector fails, color isn't fully set. | |||
2014-08-28 | Fix OSX build | Tim Angus | |
2014-08-28 | Fix assorted warnings | Tim Angus | |
2014-08-28 | OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0. | SmileTheory | |
2014-08-28 | OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in ↵ | SmileTheory | |
R_MipMapsRGB() | |||
2014-08-28 | OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar ↵ | SmileTheory | |
defaults. | |||
2014-08-28 | Don't load external GLSL files by default | Zack Middleton | |
External GLSL should probably only be used for development testing, not released products. The GLSL files are tied to the code, and the code changes some what often. Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3. | |||
2014-08-28 | OpenGL2: Replace R_MipMapsRGB() with faster version. | SmileTheory | |
2014-08-28 | Use SDL 2 instead of SDL 1.2 | Tim Angus | |
2014-06-17 | Various adjustments so it compiles | Tim Angus | |
2014-06-17 | OpenGL2 don't try to dlight surfaces that had all dlights culled | Zack 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 | OpenGL2: Really obvious optimization to previous commit. | SmileTheory | |
2014-06-17 | OpenGL2: Reimplement MD3 tangent space calculation. | SmileTheory | |
2014-06-17 | Fix potential buffer overflow caused by long tcMod args | Zack Middleton | |
Found by Coverity. | |||
2014-06-17 | Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps too | Zack Middleton | |
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. | |||
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: Remove sRGB support, replace with gamma cvars. | SmileTheory | |
2014-06-17 | Remove unused extern qboolean charSet | Zack Middleton | |
No variable even exists. | |||
2014-06-17 | #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. | SmileTheory | |
2014-06-17 | OpenGL2: Parallax corrected cubemap (cheaper trick) | SmileTheory | |
2014-06-17 | Fix typo in animMap and videoMap warnings | Zack Middleton | |
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 | Don't say cubemap is outside lightgrid 6 times | Zack Middleton | |
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: Set default normal/specular in RE_RegisterShaderFromImage | MAN-AT-ARMS | |
2014-06-17 | OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. | SmileTheory | |
2014-06-17 | OpenGL2: Minor GLSL shader improvements. | SmileTheory | |