tarred, feathered, stabbed, shot, drawn, quartered, and then really hurt.
Such hardware requiring it should be incinerated as worthless garbage.
Yes, this means that we now change blending states often again. This may
recover much of the lost FPS people were having with certain cards and
drivers. Sorry guys, I didn't consider that card makers could be such
complete idiots.
On the plus side, all major bugs outstanding in the GL renderer should be
resolved excepting the banding on 3dfx cards. As soon as Mercury gets me
the documentation on the gamma ramp extension, I'll be using it (hint..)
This is your cue to merge my changes into the main tree taniwha.
No depth polys yet. Waterripple added. Version display while downloading
removed. gl_finish sortof removed (cvar needs to be pulled still),
gl_ztrick is next. I understand the GL renderer and what I plan to do w/
it better now, so I can start pounding away at that after I wake up.
Much better for clearing the screen and stuff, will get used more later
on. For now it just makes the sky's edge off in the distance and makes
the non-skybox sky more of a dome than a box with rounded off edges.
Visual bug: drawing everything this way leaves blending off, particles end
up being solid tris. All I gotta do is turn blend back on, no biggie.
Visual bug: skydome being in the distance creates the same see through
walls effect that skyboxes have. Not a problem since I know where to fix
that.
There's tons of dead code in here still, I'm probably going to move the
sky stuff into gl_sky.c and clean up LordHavoc's code a bit, I can do
the skybox at least cheaper than he does. We'll see about the dome.
wholesome, family project (yeah right), it will not be seen anymore.
But fret not. If you need a replacement, just use glBindTexture the way
SGI intended. In fact, every single GL_Bind (target) call was simply
replaced with glBindTexture (GL_TEXTURE_2D, target).. Since that's more
or less all GL_Bind () did anyway, save a function call!
SGIS_multitexture (I assure you, unless you're on IRIX, you don't have
it!) Added a Sbar_Changed () to fix the sbar overbright for a few people
and the very beginnings of ARB_multitexture are now in glquake.h
very different way than did Id Software did later on, it'll be a major
improvement, that's for sure..)
fs_basegame Cvar created, defaults to whatever you selected in config.h,
most likely id1.
Some minor changes to DGA code I couldn't be bothered to back out before
I committed. They don't hurt anything, but they don't really improve
matters much either. The mouse cursor still doesn't get warped off the
screen, but it's no longer bright blue - now it's black and white like
normal. I'm rewriting the damned DGA code from scratch to Get It Right
this time.
still has to be in CVS, because Win32 people generally won't be able to
rebuild it).
configure.in: Cleanups to the DGA, VidMode, and sound detection code.
Makefile.am: Cleanups to sound code, to allow 'make dist' to work.
server doesn't get linked with the network libs yet.
.gitignore: add quakeforge-*.tar.gz (I'm tired of seeing that with ? :)
include/Makefile.am: forgot to add the new x11 related headers
source/makefile.am: move snd_dma.c from cient sources to snd lib and add
snd_null.c
source/cl_sys_unix.c: replace FNDELAY with O_NONBLOCK
little problem of mixed QFile and FILE. Since we're not using ZLib in
this tree, QFile makes no real sense. That didn't fix the real problem
I am having though.