Commit graph

70 commits

Author SHA1 Message Date
Bill Currie
bbac14a7d5 commands now sport descriptions (currently "No Description", but then I'm a
lazy bastard:)
2001-01-15 17:07:06 +00:00
Bill Currie
76a11bd74a cvar doc patches from Misty 2000-12-31 04:46:04 +00:00
Bill Currie
ccba39666b #include audit 2000-12-30 02:16:36 +00:00
Bill Currie
c71fc78360 it was decided the menu code should return until release. here it is with the
gettimeofday -> Sys_DoubleTime change (though I'm having some operational
issues (non-critial) with the server list).
2000-12-29 03:14:53 +00:00
Jeff Teunissen
6081ed15a7 more () -> (void) for function defs 2000-12-28 09:30:32 +00:00
Zephaniah E. Hull
01238243c1 Due to snax's ping stuff not compiling under windows, I did a little
cleaning.

Specificly, the entire menu system has been completely and utterly
removed.

Flame me AFTER writing a replacement. <=:]
2000-12-26 17:41:26 +00:00
Bill Currie
86222ca684 don't unroll the resaple loops manually. causes segs for < 4 pixel output
textures (now 2x2 and 1x1 will work. 0x0 is just ignored)
2000-12-24 04:59:15 +00:00
Bill Currie
de79e1433d don't resample a texture when the output size is 0xN or Nx0 2000-12-24 04:43:22 +00:00
Brian Koropoff
6e345718c4 Fixed a segfault with null textures by ignoring them in GL_Upload32 and removed a 'magic number' as well. 2000-12-23 00:09:42 +00:00
Bill Currie
130a99f6f4 undo some of indent's drainbamage 2000-12-20 22:03:49 +00:00
Ragnvald Maartmann-Moe IV
87b5defa64 Correct GL_4_BYTES to GLuint. Also some whitespace/comment cleanups 2000-12-20 21:59:56 +00:00
Ragnvald Maartmann-Moe IV
1c235242f9 Fix for memory waste noticed by LordHavoc: 4*sizeof(unsigned int) (4* needed size!) to GL_4_BYTES (nice portable GL types, we should use them everywhere!) 2000-12-20 19:39:59 +00:00
Jeff Teunissen
0c662b0e6a cl_ents.c: misc. tweaks to CL_ParsePacketEntities ()
rest: Myriad stuff.

r_netgraph now recognizes and abides by the cl_hudswap Cvar.
show_fps and show_time are on the same line now, and stay out of each
others' way.

New Draw_ function: Draw_TextBox(). It's like M_DrawTextBox(), except it
doesn't screw around with the screen coordinates.
2000-12-12 02:46:46 +00:00
Bill Currie
2ed7b7106d remove gratuitous differences between gl_screen.c and screen.c 2000-12-09 23:26:27 +00:00
Jeff Teunissen
54e2a4d9d3 Okay, the big whitespace reformat. There is some silliness (case
statements, variable declarations), but all in all it's not bad.
2000-12-08 06:51:37 +00:00
Bill Currie
600e6dac57 remove possible trigraphs (eww) 2000-12-07 17:08:38 +00:00
Bill Currie
fbf23b9597 #ifdef out the 8 bit support functions 2000-12-01 04:44:05 +00:00
Jeff Teunissen
2a306a092e Whitespace. 2000-11-23 08:01:04 +00:00
Bill Currie
1697026a62 fix some compile and link errors 2000-11-22 02:28:10 +00:00
Jeff Teunissen
861e83d7ff Mostly whitespace. 2000-11-21 09:15:36 +00:00
Bill Currie
06ead88d9d removal of Draw_TranPic. Thanks, Seth. 2000-11-19 21:34:27 +00:00
Zephaniah E. Hull
13bd5ce012 The init sequence cleanup!
Also broke up client.h into a lot of smaller headers.
Oh, software rendering works again.

And yes, this does hit a hell of a lot of files.
2000-10-29 15:35:24 +00:00
Bill Currie
9d80b4394e cl_main.c:
what was id trying to hide? oh well, it's clear now :)
gl_draw.c:
	missed a value->int_val conversion
2000-10-24 19:32:30 +00:00
Bill Currie
2682888425 the big cvar value -> int_val audit. seems to work ok 2000-10-17 03:17:42 +00:00
Zephaniah E. Hull
e4c9ccff8f Cvar audit 1, all unused cvars are gone, with the exception of software
rendering, and the server.
2000-09-30 04:08:40 +00:00
Zephaniah E. Hull
3935e40c3a Killed the mirror code completely. 2000-09-28 07:16:29 +00:00
Zephaniah E. Hull
0b8cf1e303 glTexEnvf audit. 2000-09-28 06:58:24 +00:00
Zephaniah E. Hull
f6bfcfc82d State change cleanup, but saner code! 2000-09-28 00:22:24 +00:00
Jeff Teunissen
bf2ec8da6d glquake.h: Comment out <GL/glu.h> -- may be used in the future, but we
don't use libGLU right now.

gl_draw.c: brightness/contrast are created in r_view.c, I'm a little
surprised this didn't cause a crash.

menu.c: Use bound() for sliders.
2000-09-25 04:12:58 +00:00
Forest Hale
1a3eb27f8b changed texture update validation to normal CRC 2000-09-22 15:08:28 +00:00
Zephaniah E. Hull
5242630d16 I don't know WHY having the charset loaded as a texture after the
crosshair makes it look like crap, but it does, so it is loaded
before the crosshair now, looks MUCH nicer.
2000-09-22 09:12:03 +00:00
Zephaniah E. Hull
210ba16069 First off in gl_draw.c we have some nice cleanup code for the upload
code.

Then we have the completely purge of treating 'unsigned' as a type, it
is NOT a type, it is a TYPE MODIFIER!

Under gcc for x86 it happens to try and do something sane, just treat it
as a unsigned int, but that is EVIL, it is a MODIFIER and if ANYONE adds
code which uses unsigned as a type in itself I /WILL/ harm them!!!
2000-09-22 09:08:08 +00:00
Bill Currie
ddef594b2e gl bmodel fullbrights implemented. I hope. I'll find out for sure when I get
home.
2000-09-20 23:06:26 +00:00
Zephaniah E. Hull
51aa5518ae Slight change in the crosshair code, minor cleanup really. 2000-08-31 17:36:02 +00:00
Maddes Buecher
a927261f89 Conwidth/height charset fix by TcT: weird charset when you set -conwidth/-conheight to other values than screen resolution 2000-08-17 20:15:20 +00:00
Zephaniah E. Hull
23d81824dc Old draw cleanups, frogot I had them around..
Clean up of Dabb's mess, he dies.
2000-08-14 04:53:45 +00:00
Forest Hale
54648f9a93 Rewrote multitexture rendering. (faster, no fullbright bugs) 2000-07-04 09:29:56 +00:00
Forest Hale
906ab864c2 Brightness controls (brightness, contrast) and gl_lightmode cvar. 2000-07-02 05:16:10 +00:00
Zephaniah E. Hull
29ef95a9b5 The end of Z_*!!
This after the Z_* stuff hit my profiling list as a top user..
2000-06-29 05:46:15 +00:00
Joseph Carter
39dcc9fdf3 The "Save Endy's Life" commit
Um, %d is not for floats, use %f
2000-06-26 02:35:40 +00:00
Joseph Carter
d182c83842 When you change gamedirs, cachepics (such as your conback) will be reloaded
in GL..  Please test this extensively, I _think_ the tempfile loader is
smart enough to handle what I'm doing properly.  If it's not, we'll have
to fix a slight memory leak.
2000-06-23 18:36:59 +00:00
Joseph Carter
957068392d It is now possible to use 32bpp textures. It's not currently possible to
load them.  That comes later.
2000-06-23 08:43:32 +00:00
Bill Currie
18a9900b21 merge in knghtbrd's work, minus his over-bright stuff (it causes textures to
not be drawn when multitexture is not available (or at least I think that's
the condition)). More specificly, his altered blend states.
2000-06-17 10:39:28 +00:00
Bill Currie
acb5f4b21a revert Endy's HL changes. Sorry endy but what would you rather have: HL
support in quakeforge, or knghtbrd using your guts for violin strings? :)
2000-06-16 09:41:42 +00:00
James Brown
957873f3bb Half-Life BSP support, and fixed that idiotic WGL multitexture crash. I don't know and don't care if other targets are also screwed this way :) 2000-06-10 03:36:28 +00:00
Joseph Carter
6168fcebcc Proper cache checking for textures - thanks to LordHavoc for the fast and
cheap crc (which isn't a real crc, but does the job)
2000-06-09 22:28:08 +00:00
Joseph Carter
3287c0e38b ARB multitexture for glx, wgl, and 3dfx targets 2000-06-09 21:34:21 +00:00
Joseph Carter
a3e32e213e Draw_Character -> Draw_Character8
Draw_String -> Draw_String8
Draw_Alt_String -> Draw_AltString8

You know what this means right?  Draw_*16 is coming soon.  Very soon.
2000-06-05 01:05:25 +00:00
Joseph Carter
8d08bc4d86 This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:

Win32 thing..  If you don't free textures explicitly, you can cause a
problem with nVidia drivers.

Colored lighting is now RGB instead of RGBA.  The alpha is kinda pointless
on a lightmap and the effect's not all that great.  Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality.  This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.

All glColor*'s are now half of what they used to be, except where they
aren't.  If that doesn't make sense, don't worry.  If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that..  (More below)

glDisable (GL_BLEND) is now a thing of the GL_PAST.  As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on.  This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!

Win32 issue..  Even though we check for multitexture, we currently don't
use it.  Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway.  I also wanted to
get rid of some duplicated code.  Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work.  Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.

LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers!  It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color.  You've gotta see this to know what I'm
talking about.  That's why the glColor*'s are halved in most places.  The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.


A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was.  That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost.  Even if there's not, the code in
this commit DOUBLED MY FPS COUNT.  Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!

Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
Joseph Carter
91e380d3b3 New cvars (oldtree console effects)
gl_conalpha - 0.6, 1 to disable alpha
	gl_conspin - 0, anything else causes it to spin at that speed
	gl_constretch - 0, 1 to stretch console instead of sliding it
2000-05-29 10:16:04 +00:00