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2015-03-17fixed 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
2014-08-28Make it compileTim Angus
2014-08-28Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.cZack Middleton
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-28Fix incorrect rgbGen const reading uninitialized memoryZack Middleton
If ParseVector fails, color isn't fully set.
2014-08-28Fix OSX buildTim Angus
2014-08-28Fix assorted warningsTim Angus
2014-08-28OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0.SmileTheory
2014-08-28OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in ↵SmileTheory
R_MipMapsRGB()
2014-08-28OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar ↵SmileTheory
defaults.
2014-08-28Don't load external GLSL files by defaultZack 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.
2014-08-28OpenGL2: Replace R_MipMapsRGB() with faster version.SmileTheory
2014-08-28Use SDL 2 instead of SDL 1.2Tim Angus
2014-06-17Various adjustments so it compilesTim Angus
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.
2014-06-17OpenGL2: Really obvious optimization to previous commit.SmileTheory
2014-06-17OpenGL2: Reimplement MD3 tangent space calculation.SmileTheory
2014-06-17Fix potential buffer overflow caused by long tcMod argsZack Middleton
Found by Coverity.
2014-06-17Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps tooZack 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.
2014-06-17Don't use memset with non-zero value to fill intsZack Middleton
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
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.
2014-06-17OpenGL2: Remove sRGB support, replace with gamma cvars.SmileTheory
2014-06-17Remove unused extern qboolean charSetZack Middleton
No variable even exists.
2014-06-17#6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.SmileTheory
2014-06-17OpenGL2: Parallax corrected cubemap (cheaper trick)SmileTheory
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 "".
2014-06-17Don't say cubemap is outside lightgrid 6 timesZack Middleton
2014-06-17Fix error handling in R_ParseSpawnVarsZack 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.
2014-06-17Don't wash out HDR vertex lite surfaces in OpenGL2Zack 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.
2014-06-17OpenGL2: Set default normal/specular in RE_RegisterShaderFromImageMAN-AT-ARMS
2014-06-17OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.SmileTheory
2014-06-17OpenGL2: Minor GLSL shader improvements.SmileTheory
2014-06-17OpenGL2: Fix pshadows for MDR modelsMAN-AT-ARMS
2014-06-17OpenGL2: Remove and force r_softOverbright.SmileTheory
2014-06-17OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1SmileTheory
2014-06-17OpenGL2: Oops, set lightmap alpha to 1.SmileTheory
2014-06-17OpenGL2: Fix bug in ColorToRGBM().SmileTheory
2014-06-17OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.SmileTheory
2014-06-17Check for buffer overflow for rail/lightning surfacesZack Middleton
2014-06-17Fix OpenGL2 non-HDR map surface over brightingZack 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.
2014-06-17don't call va each frame in GLSL_VertexAttribPointersAnthony Pesch
2014-06-17Don't create images/framebuffers that won't be used, and add checks before use.SmileTheory
2014-06-17Fix GL2 deluxemap 0,0,0 to 127,127,127Zack Middleton
Checked if first byte was 0 twice instead of checking second byte.
2014-06-17Make GL2 MDR code use R_VboPackNormal for normalZack Middleton
2014-06-17#6077: OpenGL2: Add r_ignoreDstAlpha.SmileTheory
2014-06-17OpenGL2: Small glsl shader optimizations, fixes, and cleanup.SmileTheory
2014-06-17OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for ↵SmileTheory
normals/tangents/lightdirs
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.
2014-06-17Fix glsl DEFORM_BULGE calculationcmf028