Misc fixes+cleanups.

r_loadlit 2 will now use a few more cpu cores to get the job done, if it can.
Fixes the menu background shader that I broke.
Shader parser accepts cvars in more places.
d3d+gl now share common conwidth calcs code, fixing d3d issues.
d3d supports more backend features (no more gun in walls).
show_fps calcs the framerate itself, so is more accurate in regard to frame times, regardless of how much I break other stuff.
Now attempts to sleep a little between frames, to reduce cpu load and electricity (important on laptops maybe).
cl_netfps will now default to 100.Enabling independant physics by default. The framerate defaults to a max 500, to avoid too many issues with too small time deltas. You can still set it higher if you wish.
Enable voice chat by default (sorry moodles!).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3668 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2010-11-22 02:03:28 +00:00
parent 8e8758f053
commit 5d25e9991f
18 changed files with 447 additions and 308 deletions

View file

@ -271,9 +271,10 @@ void GL_InitFisheyeFov(void)
void GL_InitSceneProcessingShaders_MenuTint(void)
{
extern cvar_t gl_menutint_shader;
if (gl_config.arb_shader_objects && gl_menutint_shader.ival)
{
scenepp_mt_shader = R_RegisterShader("menutint",
scenepp_mt_shader = R_RegisterShader("menutint",
"{\n"
"glslprogram\n"
"{\n"
@ -303,7 +304,7 @@ void GL_InitSceneProcessingShaders_MenuTint(void)
float luminance = dot(lumfactors, texcolor);\
texcolor = vec3(luminance, luminance, luminance);\
texcolor *= colorparam;\
texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
texcolor = (invert > 0) ? (invertvec - texcolor) : texcolor;\
gl_FragColor = vec4(texcolor, 1.0);\
}\n"
"#endif\n"
@ -318,7 +319,7 @@ void GL_InitSceneProcessingShaders_MenuTint(void)
"param rendertexturescale rendertexturescale\n"
"}");
}
if (!scenepp_mt_shader)
else
{
scenepp_mt_shader = R_RegisterShader("menutint",
"{\n"