myT
718b966414
depth fade fixes and improvements
...
- renamed r_softSprites to r_depthFade
the term's more descriptive and it helps that UE4 uses it
- fixed the GL3 fragment shader halving the depth bias
- fixed the D3D11 pixel shader only fetching depth sample 0
not fixed for GL3 yet, see the code comments for that
- added support for more blend states
- added the q3map_cnq3_depthFade general shader directive
2020-04-26 16:32:51 +02:00
myT
4e9d0ad709
fixed the soft sprite status console print always saying it's "ON" with GL3 and D3D11
2020-04-05 06:40:34 +02:00
myT
ae30c5a311
r_mapBrightness can now be used with r_fullbright for lightmapped surfaces
2020-02-27 05:26:19 +01:00
myT
69d6cdf42b
fixed r_detailTextures 0 messing up shaders
2020-02-27 05:22:06 +01:00
myT
f36392c128
fixed r_lightmap affecting non-opaque surfaces
2020-01-09 23:09:39 +01:00
myT
7939488266
fixed incorrect state bits for shaders when loading a map with no lighting
2019-09-25 05:35:45 +02:00
myT
0087c2bf14
fixed fog-only shaders being recognized as sky shaders
2019-09-25 05:34:22 +02:00
myT
1115cb39b0
added pattern matching filtering to /modellist /skinlist /imagelist /shaderlist
2019-09-25 05:29:13 +02:00
myT
db4fb31658
added OpenGL 3.2 and Direct3D 11 renderer back-ends
2019-09-25 05:25:59 +02:00
myT
6f3908ceaa
completely removed flare support
2019-09-25 05:21:01 +02:00
myT
e5e9bd8d28
fixed shader stage collapsing happening in cases where it shouldn't
2019-03-19 17:50:32 +01:00
myT
04ebdc63f6
fixes for VC++ platform toolsets v140 and v141
2017-12-20 05:41:04 +01:00
myT
5689cb3d1e
fixed a crash when the number of shader stages was wrong ("brandon" player model)
2017-11-29 19:08:29 +01:00
myT
c60d47e93f
cleaned up tr_gl2.cpp and prefixes in win32 code
...
tr_gl2.cpp now uses the proper interface for printing errors
tr_gl2.cpp now has function names that make sense
removed old references to GLimp_*
cleaned up prefixes in the Windows platform layer
2017-11-03 19:35:35 +01:00
myT
9362d9bf53
deleted 2-threads rendering support (SMP)
2017-11-03 19:34:32 +01:00
myT
37ef941ac2
fixed r_fullbright not being used and made it unlatched
...
removed the superfluous calls to GL_TexEnv for r_lightmap
2017-08-18 18:30:39 +02:00
myT
f9fbe4797f
fixed r_lightmap not being used and made it archived
...
removed the r_maplight* cvars
removed dead code (RB_StageIteratorGeneric)
2017-08-18 17:03:30 +02:00
myT
b49c880fe5
fixed broken rendering when the 2nd stage of a collapsed shader stage pair had non-white colors
2017-05-19 00:23:53 +02:00
myT
f9d4056e41
fixed the pukka3tourney2 slime not being green with r_vertexLight 1
2017-05-04 19:06:51 +02:00
myT
b5ee082797
the blood decals on pukka3tourney2 were broken because of code adding lightmap stages
2017-04-11 17:47:21 +02:00
myT
c63c3e80a6
replaced monitor gamma by a post-process gamma shader
...
ported the dyn lights shaders to glsl
nuked stereo rendering
replaced r_ext_multisample with r_msaa
2017-03-21 00:58:59 +01:00
myT
9b350a7d0c
replaced a needless linear walk through the shader text uberbuffer with a lookup
2017-01-20 18:26:16 -08:00
arQon
954c80a8b5
merge the new build system
...
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