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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
2014-06-17Remove R_AddAnimSurfaces and R_MakeAnimModel prototypesZack Middleton
2014-06-17OpenGL2: Remove redundant GLS_* enum.SmileTheory
Thanks Xycaleth for pointing out.
2014-06-17#6069: Remove md4 model support.SmileTheory
2014-06-17Silence warnings about unused static functions in opengl2Zack Middleton
2014-06-17End current draw surface before drawing cinematicZack Middleton
Fixes drawing StretchPic *before* CIN_DrawCinematic resulting in cinematic being drawn before the StretchPic.
2014-06-17OpenGL2: Use RGBA16F format for HDR.SmileTheory
RGB16F is not 4-byte aligned and not supported by certain hardware.
2014-06-17#6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare().SmileTheory
2014-06-17OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_tSmileTheory
2014-06-17OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_tSmileTheory
2014-06-17OpenGL2: Calculate bitangent in shader, and store normal/tangent as ↵SmileTheory
normalized byte arrays.
2014-06-17Fix comparing unsigned values to < 0 in gl2Zack Middleton
2014-06-17Fix flares being invisible after vid_restartZack Middleton
flareCoeff was only set if r_flareCoeff cvar was set as modified. Cvars are set as modified when created or changed.
2014-06-17OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.SmileTheory
2014-06-17OpenGL2: Small optimizations and comments in world VBO creation and surface ↵SmileTheory
merging.
2014-06-17OpenGL2: Prefer VBO/IBO sizes of around 4MB.SmileTheory
2014-06-17OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.SmileTheory
2014-06-17OpenGL2: Some small shader optimizations.SmileTheory
2014-06-17OpenGL2: Revisit fragment tangent space calculation, and remove tangent ↵SmileTheory
space lighting.
2014-06-17OpenGL2: Reduce glsl shader count by using a uniform to disable textures.SmileTheory
2014-06-17Remove vertexLightmap from textureBundle_t, it's never qtrueZack Middleton
2014-06-17Remove unused shader state code from tr_local.hZack Middleton
2014-06-17Merge last two commits into renderergl2Zack Middleton
2014-06-17IQM int/float vertex arrays were already swappedZack Middleton
2014-06-17Add support for IQM int blend indices and float blend weightsZack Middleton
Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints. Heavily based on code by @zippers.
2014-06-17Support IQMs with joints and no posesZack Middleton
2014-06-17OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.SmileTheory
2014-06-17OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs ↵SmileTheory
by shader.
2014-06-17OpenGL2: Clean up texmod calculations, and improve vertex animation handling.SmileTheory
2014-06-17OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly.SmileTheory
2014-06-17Revert "5097 - Menu corrupted on start (on IRIX)"Zack Middleton
Calling glClear( any bits ) in GL_SetDefaultState makes connect screen black using the proprietary NVidia driver on Windows and GNU/Linux. This reverts commit 92573270de98a20cd78842bd2043cfe07bc5b2e1.
2014-06-17OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.SmileTheory
2014-06-17OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small ↵SmileTheory
fixes and optimizations.
2014-06-17OpenGL2: Disable GL_ARB_seamless_cube_map by default, caused huge frame ↵SmileTheory
drops on some hardware
2014-06-17OpenGL2: reduce varying usage in lightall shader.SmileTheory
2014-06-17OpenGL2: Fix for "unsupported framebuffer format" bugSmileTheory
2014-06-17OpenGL2: Some shader cleanupSmileTheory
2014-06-17OpenGL2: Speed up fog shader slightly.SmileTheory
2014-06-17OpenGL2: Fix inaccurate RGBM calculation.SmileTheory
2014-06-17OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.SmileTheory
2014-06-17#5979: Cubemap support for opengl2.SmileTheory
2014-06-17Fix crash caused by too many surfaces in skinZack Middleton
2014-06-17Fix upside-down SSAO.SmileTheory
2014-06-17#5999: OpenGL2: Don't use lightall shader with deforms or adjustColorsForFog.SmileTheory