Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
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 | |