Robert Beckebans
1759ecb1ed
Show binarization indicator for 2D packed mipchain EXR files
2024-06-28 23:40:14 +02:00
Robert Beckebans
b0abbe4d35
rbdmap.exe compiles but does not run yet
2024-06-17 21:37:10 +02:00
Robert Beckebans
610157fe8f
Added menu options for Retro modes
2024-01-03 15:54:58 +01:00
Robert Beckebans
59940e7037
Got rid of NVRHI depth-stencil is read-only warnings. Closes #760
2023-12-26 15:33:02 +01:00
Stephen Saunders
2726e6ae29
Respect binary file row pitch for reading and uploading DXT1/DXT5 compressed mip images
2023-12-26 13:15:32 +01:00
Stephen Saunders
341b90bc05
Allocate correct memory size for FMT_DXT1 / FMT_DXT5 compressed images, fully init renderEntity_t in ReadFromDemoFile()
2023-12-26 13:15:32 +01:00
Robert Beckebans
fc0e8e7c07
Use RGB565 -> RBGA8 loading hack like on Apple
2022-03-10 20:26:29 +01:00
Robert Beckebans
19f38c9a83
Renderer can load the test_box.map
2022-03-09 21:31:40 +01:00
Admer
2f58f2b0c2
Re-order all pragma once statements to be AFTER the precompiled.h include, to silence IntelliSense's warning about PCH header stops
2021-09-11 17:53:30 +02:00
Robert Beckebans
0964c02bcf
Ran Astyle
2021-04-29 15:20:45 +02:00
Stephen Saunders
0aae6f0902
macOS support for OpenGL and MoltenVK, demo recording/playback improvements
2021-04-19 14:32:52 -04:00
Robert Beckebans
2391ba1b43
Implemented GGX Split Sum approximation using a 2D atlas trick
2021-03-22 20:45:25 +01:00
Robert Beckebans
779534626f
Added LoadEXR using tinyexr, LoadHDR using stb_image
2021-03-17 21:01:43 +01:00
Robert Beckebans
c8250b184b
Added support to load RG16F texture data. Added R_WriteEXR function
2020-04-18 19:16:24 +02:00
Robert Beckebans
4a6af2d609
Applied new Astyle settings
2019-11-11 20:27:44 +01:00
Robert Beckebans
21bdc82d13
IBL indirect lighting test
2019-10-19 22:25:02 +02:00
Robert Beckebans
c91f8f4338
Merge branch 'master' into vkdoom3-merge
2017-09-03 10:32:19 +02:00
Robert Beckebans
e22837309b
Merged LordHavoc's image compression progress bar
...
# Conflicts:
# neo/framework/common_frame.cpp
2017-09-03 10:30:13 +02:00
Robert Beckebans
736ccadcb3
Started to move files so it can be compared to vkdoom3
2017-09-03 10:22:36 +02:00
Robert Beckebans
06d0434f32
Improved modding support and loading of custom models/anims
2015-02-25 15:45:16 +01:00
Robert Beckebans
277964f074
Because I can :)
...
- 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
Jonathan Young
4c7a2c5de3
Prioritize source SWF and image (for SWF atlas) files over their binary equivalents in resources files when not in production mode. Now you can replace individual menus without having to extract and delete all the base/*.resources files first.
2013-09-21 19:35:00 +10:00
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
Daniel Gibson
d949bc9410
Fix compiler warnings and errors in MinGW
...
many of the warnings -Wreorder and #includes with invalid path because of
case-errors (windows may not care, but linux does)
2012-12-03 09:29:14 +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