Robert Beckebans
c17773306c
Revert "Changed r_useShadowMapping 1: medium+faster, 2: high quality"
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This reverts commit 87b0040f92
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Conflicts:
neo/renderer/RenderSystem_init.cpp
neo/renderer/tr_backend_draw.cpp
neo/renderer/tr_local.h
2014-05-16 21:50:49 +02:00
Robert Beckebans
ef9869972d
Improved shadow mapping performance using randomly rotated Poisson discs
2014-05-16 21:33:39 +02:00
Robert Beckebans
87b0040f92
Changed r_useShadowMapping 1: medium+faster, 2: high quality
2014-05-16 00:14:42 +02:00
Robert Beckebans
e13fc0f4e9
Added cvar r_useHalfLambertLighting to make it optional, it requires reloadShaders
2014-05-15 16:37:55 +02:00
Robert Beckebans
0eaaea4b96
Improved shadow mapping performance using the shadow LOD and tweaked
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polygon offsets to fight shadow acne
2014-05-11 22:30:01 +02:00
Robert Beckebans
5153422d0d
Added shadow LOD calculation
2014-05-11 17:24:24 +02:00
Robert Beckebans
277964f074
Because I can :)
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- Implemented soft shadows using PCF hardware shadow mapping
The implementation uses sampler2DArrayShadow and PCF which usually
requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should
be widely supported.
All 3 light types are supported which means parallel lights (sun) use
scene independent cascaded shadow mapping.
The implementation is very fast with single taps (400 fps average per
scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look
really good which should you give stable 100 fps on todays hardware.
The shadow filtering algorithm is based on Carmack's research which was
released in the original Doom 3 GPL release draw_exp.cpp.
- Changed interaction shaders to use Half-Lambert lighting like in HL2 to
make the game less dark
- Fixed some of the renderer debugging/development tools like r_showTris
2014-05-10 14:40:01 +02:00
Robert Beckebans
7690fb4b8e
Merge branch 'master' into glew
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Conflicts:
neo/renderer/OpenGL/glext.h
neo/renderer/RenderSystem_init.cpp
2013-12-24 15:49:06 +01:00
Jonathan Young
bb2e41b5d7
Added r_useVirtualScreenResolution cvar to control whether to do 2D rendering at 640x480 and stretch to the current resolution (default), or render at the current resolution.
2013-09-21 22:12:42 +10:00
Robert Beckebans
aefa4ac6e3
Merge branch 'master' into glew and fixed a crash on Intel HD drivers
2013-04-23 00:41:54 +02:00
Robert Beckebans
75f7fa3aa8
Removed obsolete old renderer SMP code
2013-03-23 21:33:40 +01:00
Robert Beckebans
c038a836f2
Merge branch 'master' into glew
2013-01-14 17:33:25 +01:00
Robert Beckebans
dd9b8a8710
Added support for precompiled headers for MSVC which reduced the compiled time from 4 minutes to 67 seconds.
2012-12-22 16:18:19 +01:00
Robert Beckebans
f57d92a1ab
Renamed RBDoom3 to RBDoom3BFG
2012-12-19 15:23:57 +01:00
Daniel Gibson
4863f11607
Fix bug in vidMode_t constructor
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it caused the default/static video mode list to contain only garbage
2012-12-18 22:49:22 +01:00
Robert Beckebans
ff531907c7
Replaced QGL with GLEW.
2012-12-17 17:30:59 +01:00
Robert Beckebans
d7888cf99d
Added support for SDL 2.0
2012-12-14 19:03:30 +01:00
Daniel Gibson
67d6a5a1fa
Make sure SDL_Init() was called before SDL_VideoInfo()
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by adding GLimp_PreInit()
2012-12-14 00:51:22 +01:00
Robert Beckebans
3b0dabe30a
Formatted code.
2012-12-08 18:20:13 +01:00
Robert Beckebans
948865123d
More Linux specific fixes, especially 64 bit
2012-12-07 17:06:44 +01:00
Robert Beckebans
f55a763ca4
Formatted code using Artistic Style for better readability.
2012-11-28 16:47:07 +01:00
Brian Harris
5016f605b8
Initial commit
2012-11-26 12:58:24 -06:00