Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2014-06-17 | OpenGL2: Fix pshadows for MDR models | MAN-AT-ARMS | |
2014-06-17 | OpenGL2: Remove and force r_softOverbright. | SmileTheory | |
2014-06-17 | OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 | SmileTheory | |
2014-06-17 | OpenGL2: Oops, set lightmap alpha to 1. | SmileTheory | |
2014-06-17 | OpenGL2: Fix bug in ColorToRGBM(). | SmileTheory | |
2014-06-17 | OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps. | SmileTheory | |
2014-06-17 | Check for buffer overflow for rail/lightning surfaces | Zack Middleton | |
2014-06-17 | Fix OpenGL2 non-HDR map surface over brighting | Zack 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. | |||
2014-06-17 | don't call va each frame in GLSL_VertexAttribPointers | Anthony Pesch | |
2014-06-17 | Don't create images/framebuffers that won't be used, and add checks before use. | SmileTheory | |
2014-06-17 | Fix GL2 deluxemap 0,0,0 to 127,127,127 | Zack Middleton | |
Checked if first byte was 0 twice instead of checking second byte. | |||
2014-06-17 | Make GL2 MDR code use R_VboPackNormal for normal | Zack Middleton | |
2014-06-17 | #6077: OpenGL2: Add r_ignoreDstAlpha. | SmileTheory | |
2014-06-17 | OpenGL2: Small glsl shader optimizations, fixes, and cleanup. | SmileTheory | |
2014-06-17 | OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for ↵ | SmileTheory | |
normals/tangents/lightdirs | |||
2014-06-17 | r_noborder changes require a restart | IR4T4 | |
2014-06-17 | Fix white flash levelshot bug in OpenGL1 | Zack 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. | |||
2014-06-17 | Fix glsl DEFORM_BULGE calculation | cmf028 | |
2014-06-17 | Remove R_AddAnimSurfaces and R_MakeAnimModel prototypes | Zack Middleton | |
2014-06-17 | OpenGL2: Remove redundant GLS_* enum. | SmileTheory | |
Thanks Xycaleth for pointing out. | |||
2014-06-17 | #6069: Remove md4 model support. | SmileTheory | |
2014-06-17 | Silence warnings about unused static functions in opengl2 | Zack Middleton | |
2014-06-17 | End current draw surface before drawing cinematic | Zack Middleton | |
Fixes drawing StretchPic *before* CIN_DrawCinematic resulting in cinematic being drawn before the StretchPic. | |||
2014-06-17 | OpenGL2: 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 | |
2014-06-17 | OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t | SmileTheory | |
2014-06-17 | OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t | SmileTheory | |
2014-06-17 | OpenGL2: Calculate bitangent in shader, and store normal/tangent as ↵ | SmileTheory | |
normalized byte arrays. | |||
2014-06-17 | Fix comparing unsigned values to < 0 in gl2 | Zack Middleton | |
2014-06-17 | Fix flares being invisible after vid_restart | Zack Middleton | |
flareCoeff was only set if r_flareCoeff cvar was set as modified. Cvars are set as modified when created or changed. | |||
2014-06-17 | OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. | SmileTheory | |
2014-06-17 | OpenGL2: Small optimizations and comments in world VBO creation and surface ↵ | SmileTheory | |
merging. | |||
2014-06-17 | OpenGL2: Prefer VBO/IBO sizes of around 4MB. | SmileTheory | |
2014-06-17 | OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. | SmileTheory | |
2014-06-17 | OpenGL2: Some small shader optimizations. | SmileTheory | |
2014-06-17 | OpenGL2: Revisit fragment tangent space calculation, and remove tangent ↵ | SmileTheory | |
space lighting. | |||
2014-06-17 | OpenGL2: Reduce glsl shader count by using a uniform to disable textures. | SmileTheory | |
2014-06-17 | Remove vertexLightmap from textureBundle_t, it's never qtrue | Zack Middleton | |
2014-06-17 | Remove unused shader state code from tr_local.h | Zack Middleton | |
2014-06-17 | Merge last two commits into renderergl2 | Zack Middleton | |
2014-06-17 | IQM int/float vertex arrays were already swapped | Zack Middleton | |
2014-06-17 | Add support for IQM int blend indices and float blend weights | Zack Middleton | |
Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints. Heavily based on code by @zippers. |