on oms3.bsp on SSE builds.
Thanks to ParuBaru for reporting the issue.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1289 af15c1b1-3010-417e-b628-4374ebc0bcbd
"The buffers should always be cleared. On much older hardware, there was a technique to get away without clearing the scene, but on even semi-recent hardware, this will actually make things slower. So always do the clear."
Plus it's nice for map development / debugging.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1287 af15c1b1-3010-417e-b628-4374ebc0bcbd
Previously we were Hunk_Alloc'ing space for 8192 edicts (by default) which zeros all of that memory, this way we only use as much RAM as needed since the unuesd pages aren't dirtied
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1286 af15c1b1-3010-417e-b628-4374ebc0bcbd
-adjust release builds to not require 10.6 SDK, and disable PPC since recent OSX SDK's don't support it
-don't strip symbols, to make testing in Instruments easier.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1285 af15c1b1-3010-417e-b628-4374ebc0bcbd
Taken from RMQEngine. the idea is to ensure every -condebug log has the gfx driver version logged.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1284 af15c1b1-3010-417e-b628-4374ebc0bcbd
Some measurements on the size of the sv.edicts hunk allocation, with this change, on various mods (it depends on the number of QC entity fields):
id1 7MB, quoth 11 MB, arcadim 21 MB, rrp 9MB, ne_ruins 16MB.
Since this is a Hunk_Alloc, the whole 10-20MB is cleared to zero which will allocate that much physical ram.
We could probably change it to a malloc later, and not clear the memory, so physical ram is only allocated when the memory is cleared in ED_Alloc.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1278 af15c1b1-3010-417e-b628-4374ebc0bcbd
N.B.: I verified with the OS X Instruments tool that unused space in the heap isn't dirtied (e.g. we never memset the entire heap, only the portions returned by Hunk_Alloc) so this should have no impact on RAM required.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1276 af15c1b1-3010-417e-b628-4374ebc0bcbd
after vid_restart TexMgr_ReloadImage reloads textures to tx->source_width/source_height, which might not match oldsize.
fixes: https://sourceforge.net/p/quakespasm/bugs/13/
steps to reproduce (fixed) bug:
-launch at 640x480, windowed, and with "r_oldwater 0"
-do "map start"
-change to 1024x768 windowed
-change to 1920x1080 windowed
-this last mode change makes liquid textures turn into random garbage.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1274 af15c1b1-3010-417e-b628-4374ebc0bcbd
(640x480 fullscreen -> windowed would give a large 1280x768 window mostly filled with garbage).
Previously, we were only using the fast path on old systems (no VBO support) anyway.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1272 af15c1b1-3010-417e-b628-4374ebc0bcbd
Uses only 36k extra of hunk memory, less for 32-bit builds, so shouldn't have any negative effects.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1266 af15c1b1-3010-417e-b628-4374ebc0bcbd
Fixes a obscure bug where:
- a bsp with no textures (pink checkerboard displayed)
- gamma != 1
- nothing else on screen (sbar hidden, r_drawviewmodel 0)
would result in the screen turning to noise.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1263 af15c1b1-3010-417e-b628-4374ebc0bcbd
Fixes bug where the fog mode was resetting to the default (GL_EXP) after a mode switch, causing fog to look different. This was only affecting SDL1 for me.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1259 af15c1b1-3010-417e-b628-4374ebc0bcbd
With "r_oldwater 0" and "scr_sbaralpha 0", warp textures wouldn't be rendered and instead you would see a copy of the screen tiled where water surfaces should be.
Thanks to graham for reporting.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1256 af15c1b1-3010-417e-b628-4374ebc0bcbd
This only affects the case when the developer cvar is set, we already ignore NaN's here.
negke reports getting the nan error with this debug progs.dat: http://negke.fov120.com/files/progsbjp.zip (rename to pak0.pak + install as a mod)
and his sm133_neg!ke.bsp: https://www.quaddicted.com/reviews/sm133_pack.html (walk over the zombie to activate a lightning trap)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1255 af15c1b1-3010-417e-b628-4374ebc0bcbd
Initially I thought that we would never need to draw an alias model that hadn't been precached when R_NewMap runs, but this assumption turned out to be incorrect. This fixes the issue where progs/bolt.mdl wasn't rendering in the Scourge Done Slick demos.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1253 af15c1b1-3010-417e-b628-4374ebc0bcbd
This matches the order used in the SDL2 sample applications included with the library.
Seems to fix an issue on Windows 10 with DPI scaling 150%, launching QS 0.90.1 with "-width 1920 -height 1080 -fullscreen", and you get a horrible black flicker every few frames.
see http://celephais.net/board/view_thread.php?id=60452&start=1587
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1249 af15c1b1-3010-417e-b628-4374ebc0bcbd
This removes the Cache_Flush() call that was here, which was there to fix the jam3_tronyn / low heapsize bug, and instead adds a different workaround for that issue.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1247 af15c1b1-3010-417e-b628-4374ebc0bcbd