R_DrawTextureChains_Multitexture: revert to the way it was before VBO support was added.
gl_texmgr: expose GL_SelectTexture. make the implementation less convoluted and support 3 TMUs.
gl_vidsdl: check GL_MAX_TEXTURE_UNITS
r_brush: only create VBOs if 3 TMUs available
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1035 af15c1b1-3010-417e-b628-4374ebc0bcbd
build_cross_osx-sdl2.sh: new script for me to cross-build on my linux.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1034 af15c1b1-3010-417e-b628-4374ebc0bcbd
Partial revert of r1024, since the lastKeyDown stuff is actually needed for SDL2 when the keyboard layout has a printable character that isn't '`' or '~' on the default console-toggle-key (the one below 'Esc'). Instead of hardcoding it though, it is now determined by a new Key_ConsoleBindable function. This makes sure that we don't write an unwanted character into the console as a side effect of opening/closing it, but it still does allow the user to type '`' and '~' in chat messages.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1027 af15c1b1-3010-417e-b628-4374ebc0bcbd
This was hardcoded in in_sdl.c, now it is handled by Char_Console() itself, like it is in Key_Event().
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1024 af15c1b1-3010-417e-b628-4374ebc0bcbd
Instead, make the backend responsible for calling either or both
of Key_Event and Char_Event under the appropriate circumstances.
For SDL2 this means no change, for SDL1 this means call both when
a key is pressed, but call only Key_Event when a key is released.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1022 af15c1b1-3010-417e-b628-4374ebc0bcbd
- Reverted the addition of the interpret_shift param to Key_Event
- Now, SDL_KEYUP/SDL_KEYDOWN are converted from SDL scancodes to quake keys, and passed directly to Key_Event with no extra conditions / logic
- When SDL2 is used, Key_Console/Key_Message no longer convert keys to characters to insert in the typing buffer, but all other functionality is unchanged
- SDL_TEXTINPUT calls a new function, Char_Event. This calls either Char_Console/Char_Message depending on the keydest. These just insert the typed text into the buffer
This is cleaner than before because it maintains a clear separation between key presses and characters, whereas the old code was converting characters from SDL_TEXTINPUT back into fake keys and then feeding those into Key_Event. This also fixes Ctrl+C / Ctrl+V not working in the console
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1020 af15c1b1-3010-417e-b628-4374ebc0bcbd
This seems to help fps a fair bit on maps with a lot of world polys like jam2_tronyn. Tried on a few computers with intel and nvidia gpus, windows, mac os, linux, and there's always at least some fps improvement. Best case was 70fps -> 96fps on jam2_tronyn, on OS X + nvidia 650gt.
Interested to hear how this works for amd gpu's, just do a timedemo with and without "-novbo".
Only downside is I had to disable the fast path in Vid_Toggle_f() because at least with SDL1, the vbo no longer works after a toggle. So as a result, fullscreen toggles with alt-enter are slightly slower.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1018 af15c1b1-3010-417e-b628-4374ebc0bcbd
interpret -missionpack and [-]game missionpack as the same as a new
QuakeSpasm extension. besides, do not let loading of the mission pack
directory twice.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1011 af15c1b1-3010-417e-b628-4374ebc0bcbd
* make 'game' command to strip all mission pack support
* make 'game' command to accept an optional second mission pack argument,
i.e. -hipnotic, -rogue or -quoth.
* so the new behavior does:
game id1 --> really returns to bare id1 game, doesn't accept any mission pack arguments
game xxx -hipnotic --> strip down to id1 game, load hipnotic and load xxx on top of them
game xxx --> strip down to id1 game and load xxx on top of it
* additionally, some extravaganza:
game xxx --> if the game is already xxx, but the engine was started with -hiptonic
or -rogue or -quoth, strip down to id1 and reload xxx on top of bare id1
game xxx -hipnotic --> if the game is already xxx, but the engine was started without
-hiptonic, strip down to id1, load hipnotic and reload xxx on top of them
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1010 af15c1b1-3010-417e-b628-4374ebc0bcbd
Also surround the SDL version by "#if defined(USE_SDL2)" and "#endif", this
suppresses an unused function warning when building for SDL1. (Building for
SDL2 still gives an unused variable "modstate" warning though.)
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1002 af15c1b1-3010-417e-b628-4374ebc0bcbd
Not totally sure about this but i think it's a decent idea. I'm using 800x600 as a reference screen size (arbitrary choice but it's the default QS resolution). So if your resolution is 600 pixels tall this will make no difference. On higher resolutions this will make the console a bit faster than before.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@992 af15c1b1-3010-417e-b628-4374ebc0bcbd