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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
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