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2016-04-07Make it compileTim Angus
2016-04-07OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.SmileTheory
2016-04-07OpenGL2: Render metals as nonmetal on cubemaps, and some ComputeShaderColors ↵SmileTheory
cleanup.
2016-04-07OpenGL2: Improve cubemap outside error.SmileTheory
2016-04-07OpenGL2: Fix horribly broken metallic shader.SmileTheory
2016-04-07OpenGL2: Fix r_lightmap.SmileTheory
2016-04-07OpenGL2: More ssao/depth blur improvements.SmileTheory
2016-04-07OpenGL2: Fixes to depth blur and ssao.SmileTheory
2016-04-07OpenGL2: Create FBOs if target image exists, not cvar settings.SmileTheory
2016-04-07OpenGL2: Speedup for SSAO & blur shaders, fix sunlight normals in lightall.SmileTheory
2016-04-07OpenGL2: Add r_glossType.SmileTheory
2016-04-07OpenGL2: Add r_shadowBlur.SmileTheory
2016-04-07OpenGL2: Shader optimization, and add dither to tonemap.SmileTheory
2016-04-07OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.SmileTheory
2016-04-07OpenGL2: Typos.SmileTheory
2016-04-07OpenGL2: Add named cubemaps and per-map env.json parsing.SmileTheory
2016-04-07OpenGL2: Merge several cvars into r_pbr.SmileTheory
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-04-07OpenGL2: Load existing per-map cubemaps.SmileTheory
2016-04-07OpenGL2: Some FBO related cleanup/fixes.SmileTheory
2016-04-07OpenGL2: Direct state access, part 3: Framebuffers.SmileTheory
2016-04-07OpenGL2: Direct state access, part 2: Uniforms.SmileTheory
2016-04-07OpenGL2: Direct state access, part 1: Texture bindsSmileTheory
2016-04-07OpenGL2: Remove specular ambient.SmileTheory
2016-04-07OpenGL2: Add r_cubemapSize.SmileTheory
2016-04-07OpenGL2: Replace r_exportCubemaps cvar with exportCubemaps command.SmileTheory
2016-04-07OpenGL2: Add r_exportCubemaps for saving cubemaps on map load.SmileTheory
2016-04-07OpenGL2: Support picmip for DDS textures.SmileTheory
2016-04-07OpenGL2: Add null dereference checks to DDS loader.SmileTheory
2016-04-07OpenGL2: DDS (compressed textures) support.SmileTheory
2016-04-07OpenGL2: Some tr_image.c cleanup.SmileTheory
2016-04-07OpenGL2: Switch to RGTC from LATC for normal maps. Also added a RGTC ↵SmileTheory
compressor as a workaround on Intel graphics.
2016-04-07OpenGL2: Use correct sunlight color for sunlight specular.SmileTheory
2016-04-07OpenGL2: Forgot a multiply.SmileTheory
2016-04-07OpenGL2: Parse radius entries from misc_cubemap entities.SmileTheory
2016-04-07OpenGL2: Add r_glossIsRoughness.SmileTheory
2016-04-07OpenGL2: Add option in code for alternate overbright method.SmileTheory
2016-04-07OpenGL2: Remove some rendering options for simplicity.SmileTheory
2016-04-07OpenGL2: automatically load textures with a _s suffix as specular.SmileTheory
2016-04-07Replace 4 with sizeof( int ) in R_GetCommandBufferReservedZack Middleton
2016-04-07Fix reserved size for swap buffer command being too small on x86_64Zack Middleton
2016-04-07Fix crash from reading past end of tr.refdef.drawSurfsZack Middleton
The number of draw surfaces was range checked against number of surfaces for the current view but needs to check total for the frame otherwise can read past the end of the tr.refdef.drawSurfs array when there are multiple views.
2016-04-07Fix not swapping buffers because out of cmd buffer spaceZack Middleton
Reserve space for end of list and swap buffer commands. These are absolutely required and cannot be dropped. Dropping swap buffer command causes screen to not update and possible crash from drawsurf buffer overflow if not enough cmd buffer space for many continous frames.
2016-04-07Remove unused define MAC_EVENT_PUMP_MSECZack Middleton
2016-04-07Fix alloc size for default skin and single shader skinZack Middleton
Found by Coverity.
2016-04-07Remove logically dead code in R_CheckFBOZack Middleton
Found by Coverity.
2016-04-07Backport ignoring values outside lightgrid to OpenGL1Zack Middleton
Fixes possibly of reading memory past end of lightGridData or reading wrong light grid data (wrapping around to next row).
2016-04-07Fix OpenGL2 ignoring last light grid point on each axisZack Middleton
Also change light grid bounds clamping to make it more clear what invalid values are.
2016-04-07Don't fog 3D crosshair spriteZack Middleton
2016-04-07Apply greyscaling to fog blocksZack Middleton
2016-04-07Move image load function prototypes to tr_common.hZack Middleton
The functions themselves are in code/renderercommon/tr_image_*.c