Commit graph

23 commits

Author SHA1 Message Date
Ragnvald Maartmann-Moe IV
e1f4bc624a Optimize skydome rendering. Moves 4 multiplies from inner loop to outer loop. Saves 448 multiplies per pass. 2001-01-26 05:50:13 +00:00
Bill Currie
91bfddbf58 bring constant brightness skys to non-clip skys 2001-01-08 22:10:02 +00:00
Bill Currie
ccba39666b #include audit 2000-12-30 02:16:36 +00:00
Bill Currie
293d2bcc13 split gl_sky.c into gl_sky.c and gl_sky_clip.c (should have done this in the
first place, but I didn't realise how much code would go into sky clipping).
2000-11-15 17:20:54 +00:00
Bill Currie
d616ad745f very close to having working slipped skybox. framed box faces now work, but not
the surrounding faces within the frame. (frame = sky poly surrounding the face)
Also, faces with only to vertexes from clipping don't work yet.
2000-11-15 06:00:29 +00:00
Bill Currie
d8b795b6d2 bah, not working yet, but I don't feel like losing my thoughts :/ Doesn't crash
at least :)
2000-11-14 06:29:39 +00:00
Bill Currie
b8dbaafa89 fix all texturing/clipping problems for currently supported cases. Now to sort
out the case where a polygon edge goes all the way across a cube face. There's
also the case where an egde terminates on adjoining faces, but spans a third
(though this is currently rare, but possible)
2000-11-14 04:56:20 +00:00
Bill Currie
1ed9378fa4 this might work a little better :/ I hate duplicate code, but making the
enter/leave face functions use common code would be a pain.
2000-11-13 19:52:32 +00:00
Bill Currie
05f66b4c66 ok, this should fix the skybox edges 2000-11-13 19:38:56 +00:00
Bill Currie
862caa1012 move the edge rendering code out of the poly rendering code to esure all lines
have a chance at getting drawn. Also, forgot to re-set the enter/leave fields.
2000-11-13 18:20:32 +00:00
Bill Currie
d251d03252 this should take care of the case of a cube vertex being enclosed by a sky
polygon. If not, oh well, I won't know till tonight :/ (at least it compiles)
2000-11-13 17:07:57 +00:00
Bill Currie
602912aeb2 forgot to make sure it compiles before committing. compiles now, but uses an
unitted var (though gcc misses that)
2000-11-13 16:10:34 +00:00
Bill Currie
14d5c349fd not there yet. the lines are debug info :) 2000-11-13 01:43:14 +00:00
Bill Currie
2b96ea275e bind with the correct sky textures. no more dizzyness :) 2000-11-12 16:55:05 +00:00
Bill Currie
c9cb8538cc getting closer. bings go outside of glBegin, not in :/. also, much of my
find_intersect was a tad borked. turns out no problems in gl_rsurf :) Now just
to take care of the wierder intersection cases.
2000-11-11 06:23:48 +00:00
Bill Currie
bc84e45835 this *should* fix the wonky clipping in gl_sky_clip 1 with skybox. won't fix
wonky texturing or wonky sky rendering yet :(. anyway, can't find out for
certain until I get home.
2000-11-10 21:58:00 +00:00
Bill Currie
7bd99717d2 gl_sky_clip is getting closer to working with skybox. Textures are borked (not
sure if I'm doing something wrong or if gl is having problems with the scale)
and clipping is a little wonky, but I know the reason for that:) Also, it
seems skys aren't always being drawn: probably something wrong in gl_rsurf.
2000-11-10 16:26:40 +00:00
Bill Currie
9ab8833def forgot how lame blorland c was :/ 2000-11-08 16:03:58 +00:00
Bill Currie
bc06876fa8 getting there with the skybox clipping. DO NOT play with gl_sky_clip if you
have a skybox loaded unless you're prepared to work on the code :)
2000-11-08 08:25:48 +00:00
Bill Currie
f8343a2707 so long as you're using skydome, gl_sky_clip is now a usefull speadup. it just
renders the sky as black (for now)
2000-11-08 06:08:25 +00:00
Bill Currie
4057988e1f tree now builds again. Note: this includes some of my sky work, but so long as
gl_sky_clip is not set, it's not working won't affect you :)
2000-10-29 22:02:29 +00:00
Bill Currie
2070b1a5a1 re-indent 2000-10-28 20:19:36 +00:00
Bill Currie
06e50ba0c9 chop up gl_warp into gl_sky, pcx and tga. also break out pcx stuff from client.h 2000-10-28 19:58:22 +00:00