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https://bitbucket.org/CPMADevs/cnq3
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D3D11 now does depth clipping and the near clip plane distance is now 1
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5 changed files with 7 additions and 5 deletions
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@ -7,6 +7,8 @@ DD Mmm 20 - 1.53
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add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels
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add: r_alphaToCoverageMipBoost <0.0 to 0.5> (default: 0.125) boosts the alpha value of higher mip levels
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with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance
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with A2C enabled, it prevents alpha-tested surfaces from fading (too much) in the distance
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chg: all rendering backends use depth clipping, near clip plane distance is 1 instead of 4
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chg: cl_aviFrameRate now defaults to 60
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chg: cl_aviFrameRate now defaults to 60
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chg: the Windows audio output now has a sampling rate of 44.1 kHz
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chg: the Windows audio output now has a sampling rate of 44.1 kHz
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@ -111,9 +111,6 @@ Current info:
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- shader target 4.1 for graphics (SV_VertexID, unsized Texture2DMS)
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- shader target 4.1 for graphics (SV_VertexID, unsized Texture2DMS)
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- shader target 5.0 for compute (typed UAVs)
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- shader target 5.0 for compute (typed UAVs)
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To look at:
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- near clip plane seems to be further in the GL2 back-end in 3D land
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Known issues:
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Known issues:
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- device re-creation isn't handled by OBS' capture plug-in
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- device re-creation isn't handled by OBS' capture plug-in
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*/
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*/
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@ -1613,7 +1610,7 @@ static qbool GAL_Init()
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rasterDesc.CullMode = GetCullMode((cullType_t)cullType);
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rasterDesc.CullMode = GetCullMode((cullType_t)cullType);
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rasterDesc.FrontCounterClockwise = TRUE;
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rasterDesc.FrontCounterClockwise = TRUE;
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rasterDesc.ScissorEnable = TRUE;
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rasterDesc.ScissorEnable = TRUE;
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rasterDesc.DepthClipEnable = FALSE;
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rasterDesc.DepthClipEnable = TRUE;
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rasterDesc.DepthBiasClamp = 0.0f;
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rasterDesc.DepthBiasClamp = 0.0f;
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rasterDesc.DepthBias = polygonOffset ? -1 : 0;
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rasterDesc.DepthBias = polygonOffset ? -1 : 0;
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rasterDesc.SlopeScaledDepthBias = polygonOffset ? -1.0f : 0.0f;
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rasterDesc.SlopeScaledDepthBias = polygonOffset ? -1.0f : 0.0f;
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@ -1424,6 +1424,8 @@ static void GL_SetDefaultState()
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// The default alignment is 4.
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// The default alignment is 4.
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// RGB with width 1366 -> not a multiple of 4!
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// RGB with width 1366 -> not a multiple of 4!
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glPixelStorei( GL_PACK_ALIGNMENT, 1 );
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glPixelStorei( GL_PACK_ALIGNMENT, 1 );
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glDisable( GL_DEPTH_CLAMP );
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}
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}
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@ -1750,6 +1750,7 @@ static void SetDefaultState()
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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_CLIP_DISTANCE0);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glDisable(GL_DEPTH_CLAMP);
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gl.boundTextures[0] = GLuint(-1);
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gl.boundTextures[0] = GLuint(-1);
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gl.boundTextures[1] = GLuint(-1);
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gl.boundTextures[1] = GLuint(-1);
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@ -419,7 +419,7 @@ static void R_SetupProjection()
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//
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//
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// set up projection matrix
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// set up projection matrix
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//
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//
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zNear = 4.0f;
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zNear = 1.0f;
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zFar = tr.viewParms.zFar;
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zFar = tr.viewParms.zFar;
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height = 2.0f * zNear * tan( tr.refdef.fov_y * M_PI / 360.0f );
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height = 2.0f * zNear * tan( tr.refdef.fov_y * M_PI / 360.0f );
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