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
a5b6ee33da
made more keys bindable on Linux/FreeBSD and /bind now accepts uppercase hex digits
2020-04-04 03:20:03 +02:00
myT
d5984db690
removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars
2020-04-02 05:06:00 +02:00
myT
546296e6ef
fixed r_showsky and cleaned up the related GAL code
2020-04-02 04:50:12 +02:00
myT
24e6cd9277
GL3 can now print shader compile/link warnings even when successful with r_verbose 1
2020-04-02 04:40:12 +02:00
myT
e013893c1b
fixed GL3 generic program link issue due to variable type qualifier mismatches (centroid vs not)
...
this problem proved fatal on some Intel drivers
2020-04-02 04:37:03 +02:00
myT
9e061c4aff
increased the small zone's size
2020-03-30 03:55:21 +02:00
myT
89aca4069e
now fixing up the CVar hash table in Cvar_Nuke
2020-03-30 03:09:25 +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
f773d2a783
fixed dynamic light face culling using the untransformed (world-space) light position
2020-02-26 23:01:28 +01:00
myT
c8205f9e4e
fixed the Windows build and updated the build docs
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- no absolute paths in the pre-build commands for compiling HLSL shaders
- can set a custom fxc.exe path through the FXCPATH environment variable
2020-02-25 10:37:02 +01:00
myT
7b01f8b8d3
fixed a bunch of variable shadowing cases and removed unused variables
2020-02-24 01:52:29 +01:00
myT
36f363b47a
D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
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the D3D11 tweaks:
- better error message formatting
- D3DDDIERR_DEVICEREMOVED from Present is a fatal error too
- synchronized offsets is always the automatic behavior for now
it turns out that split mode isn't always the fastest for nVidia
2020-02-24 01:48:43 +01:00
myT
85583acc9c
dynamic lights apply to even more surfaces and have a nicer fall-off
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- ditched vertex colors (not wanted) and alpha tests (not needed) in the shaders
- using a Bezier fall-off to get much softer edges
- added no-depth-write transparent surfaces support by adjusting the depth test
- multiplying the diffuse texture's color by its alpha in non-opaque passes
- fixed triangle rejection based on cull type and normal direction
- reflecting normals in shaders to support two-sided surfaces
- rejecting surfaces with no diffuse stage or bad blend states as early as possible
- liquids get lit weaker than other surfaces
2020-02-21 08:26:12 +01:00
myT
8ef496d22b
reverting to old code for .tga image decoding, but with tweaks and fixes
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the problem is that stb_image can and will allocate much more than it needs to
e.g. for a 2048x2048 BGR image:
it allocates an unnecessary intermediate 12 MB buffer to decode the image
instead of decoding it directly into the final 16 MB RGBA buffer
the old CNQ3 code didn't decode greyscale properly because of a missing macro call
it also didn't range-check memory accesses at all
2020-02-18 04:42:28 +01:00
myT
8a1d1c539b
Escape down in cgame triggers CG_EVENT_HANDLING again instead of CG_KEY_EVENT
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with that, CPMA demo playback and /protect work as intended again
2020-02-09 04:25:31 +01:00
myT
ca9757082f
r_colorMipLevels disables MSAA when centroid sampling would be used
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this is because it would draw (parts of) geometric edges with different colors and that makes visual inspections annoying
also, final MSAA sample counts are always reported by GL3 and GL2 now
2020-02-05 03:43:19 +01:00
myT
c72c8d5ad7
fixed r_fastsky handling in the GL3 renderer back-end
2020-01-19 22:38:35 +01:00
myT
01ce4063b5
added r_lightmapGreyscale
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thanks to Jakub 'kubaxvx' Matraszek for his contribution
2020-01-12 23:03:54 +01:00
myT
e91f6e1c08
re-added r_textureMode to keep GL_NEAREST compatibility
2020-01-12 23:03:41 +01:00
myT
f36392c128
fixed r_lightmap affecting non-opaque surfaces
2020-01-09 23:09:39 +01:00
myT
9366ee5130
fixed r_picmip incorrectly applying to external lightmap atlases
2020-01-07 22:54:48 +01:00
myT
7d526ba6fc
added FreeBSD support
2020-01-06 01:04:16 +01:00
myT
b2445488a4
partial D3D11 init and shutdown for OBS' benefit
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- OBS' game capture plug-in can't handle swap chains changing while capture is active
- loading a map and disconnecting will no longer break the capture
- vid_restart will still break the capture
2019-12-26 16:30:07 +01:00
myT
e16804a0cb
fixed A2C by making sure we use the absolute values of the derivatives
2019-12-26 16:26:12 +01:00
myT
9cb02a32bf
searching for valid sample counts for MSAA in GL2 and GL3 instead of failing
2019-12-26 16:24:22 +01:00
myT
a89a2e3ead
MSAA centroid interpolation mode for GL3 and D3D11 to prevent artifacts
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this helps mostly to avoid lightmap tile leaks with MSAA
2019-12-26 16:20:41 +01:00
myT
4968bfca6d
crash and drawing fixes for r_shownormals, r_showtris and r_debugSurface
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- preventing crashes and drops with r_shownormals
- fixed the colors of r_showtris, r_shownormals and r_debugSurface
- simplified the overflow macro
2019-12-26 16:16:30 +01:00
myT
554d80ba64
mentioned the r_dynamiclight 1 r_lightmap 1 fix in the changelog
2019-11-12 04:32:58 +01:00
myT
0cbfe60d86
fixed hyperspace rendering
2019-11-12 04:23:49 +01:00
myT
cb0ef3aab8
fixed OpenGL version checks and FBO support checks
2019-11-12 04:22:36 +01:00
myT
2dcddc87eb
always disabling the FPS limiter after drop errors
2019-11-12 04:19:31 +01:00
myT
c024cdcdc9
fixed a crash due to lack of memory for the sound system
2019-09-25 05:59:17 +02:00
myT
f674e9faf1
fixed a typo in the premake script
2019-09-25 05:36:45 +02:00
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
8ee79c7b9e
added r_rtColorFormat to select the color format for render targets
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fixed FindBestAvailableAA not testing the depth/stencil format
2019-09-25 05:31:55 +02:00
myT
c5192d49b7
using the roundss SSE4.1 instruction for inlining floor and ceil syscalls when possible
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fixed sharedTraps_t listing syscalls that were not actually at the same index for all 3 VMs
2019-09-25 05:29:36 +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
837073be62
removed bg_public.h
2019-09-25 05:15:14 +02:00
myT
b406564962
added copyright notices to important new files
2019-09-25 05:14:58 +02:00
myT
983b53cbbb
SSE2 instruction set support is now required
2019-09-25 05:14:36 +02:00
myT
39af360fdc
removed FreeType and the R_REGISTERFONT syscalls
2019-09-25 05:14:07 +02:00
myT
c44b13ad90
when faces have short normals, we compute new unit-length normals
2019-09-25 05:13:39 +02:00
myT
3ae1abd69e
removed dead code (NEWLINE macro)
2019-09-25 05:12:28 +02:00
myT
2d806401eb
setting a cvar back to its default frees the latched string
2019-09-25 05:12:05 +02:00
myT
30c8990d6b
fixed sdl_UpdateMonitorIndexFromWindow
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made r_monitor 0-based on Linux
the concept of primary monitor isn't universal on Linux
2019-09-25 05:11:01 +02:00