Zack Middleton
904bbc1a8f
Allow more than 32 surfaces in skin files
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Models don't have a surface limit; skins shouldn't either. Some player
models require more than 32 surfaces since vanilla Quake 3 did not
enforce the limit.
Skins are now limited to 256 surfaces because having no limit would
require parsing the skin file twice. The skin surfaces are dynamically
allocated so it doesn't increase memory usage when less surfaces
are used.
2017-07-04 14:06:09 -05:00
Zack Middleton
e77153766a
OpenGL2: Draw sun shadows for first person IQM player models
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This makes IQM have the same behavior as MD3 and MDR.
2017-06-30 14:07:26 -05:00
SmileTheory
2349ef038e
OpenGL2: Don't interleave texCoords and lightCoords in tess.
2016-11-25 01:17:46 -08:00
SmileTheory
aa79738c50
OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
2016-10-11 03:28:20 -07:00
SmileTheory
8749d62bbd
OpenGL2: Remove per fragment tangent space calculation code.
2016-09-14 03:57:51 -07:00
SmileTheory
dfbaf50324
OpenGL2: Store normals/tangents as int16_t[4].
2016-09-06 00:57:15 -07:00
SmileTheory
1ad2b413ef
Remove accidentally added increment.
2014-11-03 22:18:17 -08:00
SmileTheory
943259f6b4
OpenGL2: Support half floats for texcoords and vertex colors.
2014-11-03 19:10:35 -08:00
SmileTheory
84206c8598
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
Tim Angus
6665ea4a49
Fix renderergl2 warnings
2014-09-01 11:35:49 +01:00
SmileTheory
f6f3a19f73
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
SmileTheory
6e5f8cc918
OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
2013-11-12 19:21:51 -08:00
Zack Middleton
0f30dad10a
Merge last two commits into renderergl2
2013-10-29 23:22:02 -05:00
Zack Middleton
c28fabf505
IQM int/float vertex arrays were already swapped
2013-10-29 23:07:15 -05:00
Zack Middleton
0bf1f3d0ba
Add support for IQM int blend indices and float blend weights
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Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints.
Heavily based on code by @zippers.
2013-10-29 22:09:06 -05:00
Zack Middleton
1515841b38
Support IQMs with joints and no poses
2013-10-29 20:47:33 -05:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
Zack Middleton
aa2ea68741
Fix IQM tess buffer overflow
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Set the variables that use tess.numVertexes after calling RB_CHECKOVERFLOW() as it may set tess.numVertexes to 0!
Could cause visual issues and error "RB_EndSurface() - SHADER_MAX_VERTEXES hit".
2013-06-18 18:00:45 -05:00
Zack Middleton
cb2fa48d65
Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexes
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The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface.
2013-06-18 17:02:47 -05:00
/dev/humancontroller
bbd17d75ce
reduce the amount of compiler warnings for variable shadowing
2013-05-30 15:43:20 -05:00
Zack Middleton
ee7bd0cae6
Show surface names in excessive vertexes and triangles warnings
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Add newlines to renderergl2's R_LoadMD3 vertex and triangle warnings.
2013-05-03 14:28:18 -05:00
Zack Middleton
98dda7758f
Always initialize joint_names in R_LoadIQM
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Reported by MAN-AT-ARMS
2013-03-18 15:55:25 -05:00
Zack Middleton
bf962c516d
Fix loading and rendering IQMs with no joints
2013-03-18 14:13:09 -05:00
Zack Middleton
89ee8b050f
Fix size reserved for IQM jointMats (allocated more than used)
2013-03-08 15:28:27 -06:00
Zack Middleton
8aa6efe7b6
Fix origin returned by IQM's LerpTag
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It use to return pose joint's offset from base at the lerped frame, now it returns the joint's origin at the lerped frame.
Patch by Axel Isouard and Zack Middleton.
2013-03-08 13:47:16 -06:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00