Age | Commit message (Collapse) | Author | |
---|---|---|---|
2015-03-17 | Fix reading 4 byte UTF-8 text input | Zack Middleton | |
2015-03-17 | Fix compile error with ml64 assembler | Michael Rieder | |
2015-03-17 | Fix saving/loading glyph 255 in RegisterFont | Zack Middleton | |
The glyph for character 255 (lower case y with two dots above it) was rendered, but it's glyph information was not stored in fontInfo_t and not saved into .dat file (including the ones in Team Arena). Attempting to load it from existing .dat font files is fine because shader name is "" and gets 0 handle. The handle was already 0 anyway. | |||
2015-03-17 | OpenGL2: Fix face culling. | SmileTheory | |
2015-03-17 | OpenGL2: Ensure tess VAO is bound before using it. | SmileTheory | |
2015-03-17 | Fix stencil shadows not drawing if has 500 or more vertexes | Zack Middleton | |
Stencil shadow is not drawn if a mesh, or multiple meshes with the same entity and shader, have more than 500 vertexes. The issue is caused by storing the projected positions in the tess vertex buffer. Use a new array instead. | |||
2015-03-17 | Don't set fog image border color | Zack Middleton | |
GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not applied to the fog image. GL_CLAMP is not used for fog image (in either renderer), so it would presumably not be used even if applied to the fog image. | |||
2015-03-17 | Remove unfinished OpenGL display list code | Zack Middleton | |
It seems unlikely anyone is going to do anything with this aside from stub it out in OpenGLES ports. | |||
2015-03-17 | Correct a few OpenGL variable types | Zack Middleton | |
Affectly no change for desktop OpenGL. Use correct types for OpenGLES support. | |||
2015-03-17 | OpenGL2: Bit more parallax optimization. | SmileTheory | |
2015-03-17 | OpenGL2: Add support for parallax occlusion mapping. | SmileTheory | |
2015-03-17 | OpenGL2: remove lightmap support from generic glsl shader. This path was ↵ | SmileTheory | |
barely used and doing this compiles fewer shaders. | |||
2015-03-17 | Clear window buffer when it's created | Zack Middleton | |
When starting the game in windowed mode, the window buffer used whatever was on the screen before running the game. Kind of like you could see through the window, but it doesn't update what happens behind it. It makes it look like something is broken or non-responsive. So clear the window opengl buffer to black. Credit to theinvsblman for the code. | |||
2015-03-17 | Remove accidentally added increment. | SmileTheory | |
2015-03-17 | OpenGL2: Support half floats for texcoords and vertex colors. | SmileTheory | |
2015-03-17 | Always use GL_Cull to change cull state | Zack Middleton | |
Manually changing cull state can cause later GL_Cull calls to not change the cull state. | |||
2015-03-17 | Fix pid file ignoring user set fs_homepath | Zack Middleton | |
Create pid file in fs_homepath instead of (always) default homepath. If not manually set, fs_homepath is set to Sys_DefaultHomePath(). | |||
2015-03-17 | OpenGL2: Change normal/tangent vertex encoding. | SmileTheory | |
2015-03-17 | OpenGL2: Speed up tonemap shader. | SmileTheory | |
2015-03-17 | OpenGL2: Fix corrupt models. | SmileTheory | |
2015-03-17 | OpenGL2: Bit of multidraw optimization. | SmileTheory | |
2015-03-17 | Fix a bug in previous commit. | SmileTheory | |
2015-03-17 | OpenGL2: Fix missing surfaces with r_mergeMultidraws 2. | SmileTheory | |
2015-03-17 | OpenGL2: Interleave vertex data for static MD3s. | SmileTheory | |
2015-03-17 | OpenGL2: Fix invalid texture parameter. | SmileTheory | |
2015-03-17 | OpenGL2: Reduce redundant GL calls. | SmileTheory | |
2015-03-17 | OpenGL2: Vertex array object support. | SmileTheory | |
2015-03-17 | OpenGL2: VBO cleanup. | SmileTheory | |
2015-03-17 | OpenGL2: Better BSP surface merging. | SmileTheory | |
2015-03-17 | OpenGL2: Don't segfault if r_ext_multitexture is disabled | Zack Middleton | |
2015-03-17 | Add function for clearing global shader instead of duplicating the code | Zack Middleton | |
2015-03-17 | Add facility to describe cvars | Tim Angus | |
2015-03-17 | Don't add duplicate resolutions to r_availableModes | Zack Middleton | |
SDL can give the same resolution with different refresh rates. The refresh rate isn't used, so only add resolution to mode list once. | |||
2015-03-17 | Fix Windows key bind name on non-Mac using SDL2 | Zack Middleton | |
SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key). SDL2 sends SDLK_*GUI for both. | |||
2015-03-17 | Fix binding 'context menu' key using SDL2 | Zack Middleton | |
SDL 1.2 converted Windows' VK_APPS and X11 XK_Hyper_R to SDLK_MENU. SDL2 has it as a separate SDLK_APPLICATION key, so convert it to K_MENU too. | |||
2015-03-17 | Fix building with curl on Linux PPC and Sparc | MAN-AT-ARMS | |
2015-03-17 | Change default value for s_alDopplerSpeed | MAN-AT-ARMS | |
2015-03-17 | Fix possible division by zero in S_PaintChannelFrom16_altivec | MAN-AT-ARMS | |
2015-03-17 | Actually, that's not suppressing, that's changing behaviour | Tim Angus | |
2015-03-17 | Fix more warnings | Tim Angus | |
2015-03-17 | Fix renderergl2 warnings | Tim Angus | |
2015-03-17 | Fix renderergl1 warnings | Tim Angus | |
2015-03-17 | Suppress warning of (deliberate) null pointer deference | Tim Angus | |
2015-03-17 | Fix client warnings | Tim Angus | |
2015-03-17 | Fix a few warnings | Tim Angus | |
2015-03-17 | Fix 6155: OpenGL2: some shader stages remains visible through fog volumes | Zack Middleton | |
Fix CalcFog in generic_vp.glsl to fog fogged surfaces. Now it's the same as CalcFog in fogpass_vp.glsl. Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on. | |||
2015-03-17 | Use ColorIndexForNumber in Con_DrawSolidConsole | Zack Middleton | |
2015-03-17 | Port COM_ParseExt fixes to CommaParse | Zack Middleton | |
2015-03-17 | SDL 2 scroll/caps/num lock keys send KEYUP event when key is released | Zack Middleton | |
2015-03-17 | Add ColorIndexForNumber macro replacing '& 0x07' | Pan7 | |
Makes it easier to add more colors. |