Commit Graph

35 Commits

Author SHA1 Message Date
Tim Angus 7277d8d6e7 Fix more warnings 2014-09-01 13:03:06 +01:00
Tim Angus 6665ea4a49 Fix renderergl2 warnings 2014-09-01 11:35:49 +01:00
Zack Middleton f17f58705c Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-27 20:47:45 -05:00
SmileTheory 2b2d696f12 OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
SmileTheory b099255748 #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. 2014-03-19 17:59:07 -07:00
Zack Middleton c8c7bb1dc3 Fix R_GetEntityToken ending prematurely
If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.

Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).

The map poq3dm5 has a "wait" key with value "".
2014-03-10 16:27:31 -05:00
Zack Middleton b98e6d5cc0 Fix error handling in R_ParseSpawnVars
When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.

Also add newlines to printfs.
2014-03-10 15:57:26 -05:00
Zack Middleton e7f43545ed Don't wash out HDR vertex lite surfaces in OpenGL2
Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.

BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.

This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.

I had enabled this for non-HDR before, but now HDR needs it too.
2014-03-08 12:30:47 -06:00
SmileTheory 5fabc28dff OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 2014-02-14 22:41:25 -08:00
SmileTheory 78f8100d74 OpenGL2: Oops, set lightmap alpha to 1. 2014-02-14 03:31:54 -08:00
SmileTheory 7a23bb1c59 OpenGL2: Fix bug in ColorToRGBM(). 2014-02-14 02:52:22 -08:00
SmileTheory 79e9baedf8 OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps. 2014-02-13 18:04:23 -08:00
Zack Middleton dde36d91ce Fix OpenGL2 non-HDR map surface over brighting
Vertex lit map surfaces were saturating to white when
r_mapOverBrightBits was increased and r_hdr was disabled.

Now the color is normalized like lightmaps and lightgrid
when r_hdr is disabled. Which is the same as OpenGL1.

Noticeable on misc_model trisoup.
2014-01-16 00:12:21 -06:00
Zack Middleton 581b6316b7 Fix GL2 deluxemap 0,0,0 to 127,127,127
Checked if first byte was 0 twice instead of checking second byte.
2014-01-12 17:02:21 -06:00
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 a53e7c3074 Fix comparing unsigned values to < 0 in gl2 2013-11-11 01:12:42 -06:00
SmileTheory ef9fe17dd5 OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
SmileTheory d295db747c OpenGL2: Small optimizations and comments in world VBO creation and surface merging. 2013-11-07 04:03:52 -08:00
SmileTheory 7672533e8f OpenGL2: Prefer VBO/IBO sizes of around 4MB. 2013-11-05 20:07:10 -08:00
SmileTheory 535d0ea70e OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
SmileTheory 01efe4a538 OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs by shader. 2013-10-14 03:58:13 -07:00
SmileTheory c6774cf113 OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour. 2013-10-07 01:46:50 -07:00
SmileTheory a408a2bdae OpenGL2: Fix inaccurate RGBM calculation. 2013-09-16 14:26:42 -07:00
SmileTheory e80faf812e OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
SmileTheory 7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
Henry Stratmann III db85b61e94 Add assignment below declarations otherwise compiling fails with msvc
Signed-off-by: Zack Middleton <zturtleman@gmail.com>
2013-07-21 19:15:24 -05:00
Zack Middleton d79fe65878 Fix r_mergeLightmaps 0 crashing OpenGL2 renderer
tr.fatLightmapStep was 0 and caused modulus division by 0.
2013-06-20 21:56:04 -05:00
/dev/humancontroller 2d54a12615 fix some "\n"-related stuff
add missing "\n"s to some Printf()-like calls (in Rend2)
drop erroneous "\n"s from some Error()-like calls (in Rend2)
drop erroneous "\n" from a Com_Error() call (in vm_sparc.c)
2013-05-30 15:32:44 -05:00
Tim Angus 242dcf9cf8 Suppress warning 2013-05-29 14:24:09 +01:00
SmileTheory 8270d54a25 Don't scale shadow multipliers by overbrightbits, and improve documentation. 2013-04-22 21:52:16 -07:00
SmileTheory 6a763f0671 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-04-02 00:18:24 -07:00
Tim Angus 98360bcd57 Fix some of the things clang --analyze flagged 2013-03-26 16:50:03 +00:00
SmileTheory 66acde6d60 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-03-25 21:05:27 -07:00
Tim Angus d201443350 Remove a few name tags 2013-02-16 21:03:56 +00:00
Tim Angus f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
Renamed from code/rend2/tr_bsp.c (Browse further)