myT
30150e889e
added sunlight and volumetric lighting
...
fixed depth linearization
2024-03-29 04:19:38 +01:00
myT
15d8ccf982
added vector/matrix typedefs and 3x3 matrix inversion
2024-03-29 01:58:55 +01:00
myT
838c9a6485
added motion blur and freeze frame commands
...
- fixed crash due to missing blue noise texture
- added motion vector viz
- renamed TextureFormat entries
2024-02-18 16:26:05 +01:00
myT
c592ef22d6
fixed a couple of raytracing-related crashes
2024-02-18 16:22:24 +01:00
myT
a76dba5cfb
raytracing soft shadows, normal smoothing, G-buffer viz
...
- brightness-corrected ImGUI drawing
- upgraded shader code to HLSL 2021
- vertex normals drawing
2024-02-06 23:15:31 +01:00
myT
0cae0a9545
added pre-pass w/ normals, unified clip plane generation
...
motion vectors to be done later
2024-01-19 23:57:40 +01:00
myT
ad3f942a8d
added the Cinematic Rendering Pipeline
2024-01-13 22:40:13 +01:00
myT
a7dc8e4721
re-enabled the r_ignoreShaderSortKey 0 debug validation code
2023-11-12 01:33:01 +01:00
myT
6fdf62d710
removed dead code
2023-11-12 01:33:00 +01:00
myT
29939c951c
removed unused fog logic and data
2023-11-12 01:33:00 +01:00
myT
ffde1f2b1b
implemented dynamic lights
2023-11-12 01:32:59 +01:00
myT
a60693ae65
partial depth pre-pass with some hacky heuristics
2023-11-12 01:32:59 +01:00
myT
3b6a3a5019
added D3D12 rendering and removed D3D11, GL2, GL3
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don't track .user files except for cnq3 and cnq3-server
disabled FPS hack
disabled FPS hack, part 2
2023-11-12 01:32:58 +01:00
myT
74acd92d91
fixed the D3D projection transform not matching GL
2022-10-18 19:09:14 +02:00
myT
4670a811c1
added r_ignoreShaderSortKey as a work-around for broken maps
2022-04-24 22:44:25 +02:00
myT
8c32b986f6
added r_mapGreyscale and r_mapGreyscaleCTF
2022-04-23 23:38:06 +02:00
myT
dbfb3c5028
fixed delayed shader loads leading to incorrect rendering and crashes (dynamic lights)
2022-04-10 22:14:19 +02:00
myT
981f059b7b
do not replace older surfaces with newer ones but refuse to add new ones instead
...
surfaces added first are part of the map itself
it's better to drop e.g. some plasma cells rather than e.g. entire walls
it's also less error-prone to work with since we don't need to fix numbers on read
but only check on write in exactly 2 spots
also removed tr.shiftedEntityNum because it was unnecessary...
2022-04-10 21:45:59 +02:00
myT
f4e8e81ab5
fixed draw surface sorting
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got broken with commit 633c5bd13c
2020-11-05 03:47:55 +01:00
myT
ad2d3386a6
D3D11 now does depth clipping and the near clip plane distance is now 1
2020-10-11 18:24:35 +02:00
myT
633c5bd13c
tweaked the draw surface sort key for better performance
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it minimizes depth fade <-> generic pipeline transitions
2020-10-08 04:08:38 +02:00
myT
a5e28eb08f
added r_transpSort and we can now sort all surface types by depth
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also fixed up RE_AddPolyToScene's overflow check
2020-04-16 05:01:48 +02:00
myT
db4fb31658
added OpenGL 3.2 and Direct3D 11 renderer back-ends
2019-09-25 05:25:59 +02:00
myT
9362d9bf53
deleted 2-threads rendering support (SMP)
2017-11-03 19:34:32 +01:00
myT
e4062a6c90
reduced win32 raw mouse input latency and added cl_drawMouseLag
2017-05-06 22:01:14 +02:00
arQon
954c80a8b5
merge the new build system
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use the "premake" tool from the cnq3tools repo with
"--quake3dir=<q3dir>" to generate a VS sln and gcc makefiles
this changeset also removes the "clever" handling of fullscreen/windowed
changes which didn't actually work and just broke windowed mode
2016-12-29 20:13:59 -08:00
arQon
1afbf12d80
repair some strange quality regressions in the renderer source, as well as what looks like some half-merged pmx pieces. add glext for win32 platforms. NOTE: vc has poisoned a bunch of files with CRLF endings, because apparently you're not allowed to have those work properly in vs2013 and later, sigh
2016-12-18 03:05:45 -08:00
arQon
97db9f2314
import from cnq3 1.47
2016-12-17 20:43:04 -08:00