Ragnvald Maartmann-Moe IV
e930c800f0
Rename gl_particles to r_particles, and allow software to disable particles as well. Thanks sergio!
2001-01-29 00:13:01 +00:00
Ragnvald Maartmann-Moe IV
16c66488e9
Fix blurred cursor when picmip, and a minor include cleanup.
2001-01-27 07:23:39 +00:00
Jeff Teunissen
3a2389c3dc
Performance tweaks to Alias model rendering in GL. I get 0.5fps out of it
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in overkill, but every little bit counts. :)
2001-01-27 06:01:07 +00:00
Ragnvald Maartmann-Moe IV
4717448bd6
Minor lighting cleanup, plus fix minor bug (loss of color on nearby dlights).
2001-01-27 03:01:09 +00:00
Jeff Teunissen
39949152c6
Whitespace.
2001-01-23 04:12:29 +00:00
Bill Currie
7c1c47b573
clean up skin selection code a little
2001-01-20 10:19:23 +00:00
Bill Currie
1444bac78d
fullbrights on player skins now work properly instead of using the fb skin
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of the player model.
2001-01-20 06:47:01 +00:00
Bill Currie
de137aa864
reserve some texture numbers for player skin fullbrights
2001-01-19 06:16:40 +00:00
Bill Currie
e127bd9ebb
rename cl_trans.c to sw_skin.c and gl_trans.c to gl_skin.c
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also, remove R_TranslatePlayerSkin placing it's contents into gl_skin.c
2001-01-17 04:48:54 +00:00
Bill Currie
ac94074b13
bring location lights up to scratch with the new dlight defaults
2001-01-13 06:26:20 +00:00
Bill Currie
9666eea338
fix mising #include <string*.h>
2001-01-09 02:53:58 +00:00
Jeff Teunissen
40cfa92aa7
The gl_texsort cvar is gone. It did not do anything but disable
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multitexture, so I replaced it with a gl_multitexture cvar. It defaults
off. Set gl_multitexture nonzero to enable it, but be warned that
multitexturing and sorted textures are currently incompatible; this means
that if you enable texturing, your textures will not be sorted and you may
or may not get better performance.
Made the following Cvars archived in GL: r_shadows, gl_affinemodels,
gl_cull, gl_flashblend, gl_keeptjunctions, gl_multitexture, gl_particles,
gl_sky_clip, gl_skymultipass, gl_smoothdlights.
2001-01-09 00:45:54 +00:00
Bill Currie
a71f589c77
viewable nearest loc support (sw and gl)
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(r_drawentities 0 to turn on)
(from WildCode)
2001-01-06 07:32:53 +00:00
Bill Currie
ee47b4d568
a start on a #include audit for the header files and misc fixups for win32
2000-12-30 05:18:48 +00:00
Bill Currie
ccba39666b
#include audit
2000-12-30 02:16:36 +00:00
Bill Currie
8b10142de0
fix the broken torches
2000-12-22 05:23:53 +00:00
Bill Currie
1634c57339
lerp torches. the fast torches (the more common ones), look a bit odd due to
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texturing issues. not sure what's wrong there.
2000-12-20 06:50:33 +00:00
Bill Currie
dd3ea544ce
cl_visedict re-write. lerping works MUCH better now, and lerping of torches
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should be possible. client should also be microscopicly faster.
2000-12-20 06:18:55 +00:00
Jeff Teunissen
fea862d434
Fix the problem with water and sprites acting funny with lerping
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on...stupid, stupid bug.
2000-12-18 10:53:38 +00:00
Bill Currie
8c90357234
subdivided skys are back. it seems some cards don't like big polys.
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gl_sky_divide (default 1) controls this.
2000-12-17 22:07:06 +00:00
Bill Currie
c765120903
holy water has been sprinkled on the dancing corpses. they dance no more
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also a little whitespace
2000-12-12 06:17:02 +00:00
Jeff Teunissen
3b6b929841
Okay, that's it. Model animation interpolation is as done as it's going to
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get with the QW protocol.
2000-12-11 18:59:55 +00:00
Jeff Teunissen
d8e1f27d4b
pr_edict.c: whitespace
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rest: Implement model animation interpolation for alias models. Trying to
implement this has been an annoyance for some time, but IT WORKS NOW. set
gl_lerp_anims to zero to disable.
2000-12-11 09:59:27 +00:00
Jeff Teunissen
54e2a4d9d3
Okay, the big whitespace reformat. There is some silliness (case
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statements, variable declarations), but all in all it's not bad.
2000-12-08 06:51:37 +00:00
Bill Currie
eae11661e4
strncat parameter audit. Unfortunatly, strncat is counter-intutite: the n in
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strncat is not the maximum length of the destination string, but of the SOURCE
string, thus strncat (dest, src, sizeof (dest)) is incorrect. It should be
strncat (dest, src, sizeof (text) - strlen (dest)). Even then, no terminating
nul will be written if src is too long, but at least it won't crash the stack:)
2000-12-05 16:04:12 +00:00
Jeff Teunissen
59b79d250a
gl_rmain.c: Fix up brighten cvar/arg properly so it can be setrom'ed
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vid.c: Get rid of the redundancy, much nicer.
quakeforge.lsm.in: Update Linux Software Map data file.
2000-11-04 08:20:20 +00:00
Bill Currie
ce700bb36c
forgot the changes to glquake.h
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also, my brighten cvar changes somehow got lost
2000-10-29 22:21:53 +00:00
Bill Currie
4057988e1f
tree now builds again. Note: this includes some of my sky work, but so long as
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gl_sky_clip is not set, it's not working won't affect you :)
2000-10-29 22:02:29 +00:00
Zephaniah E. Hull
13bd5ce012
The init sequence cleanup!
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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
9b458ba730
make the new -brighten a cvar (ROM) as well so it can be set in the config
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file. Also includes a cvar from my sky hacking, but it's harmless :)
2000-10-29 04:42:14 +00:00
Zephaniah E. Hull
5d07b61d7a
The big particle rework!
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Lots of changes, more then I can cover quickly.
Things now look, different, and probally much better!
Note, SOFTWARE RENDERING IS BROKEN with this commit!
2000-10-28 08:02:08 +00:00
Jeff Teunissen
5bb2a9002c
Change fires to a more visually-appealing red-orange color. Looks *killer*
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Add -brighten arg to GL targets, to replace -gamma but still look nice.
"-brighten 2.5" brightens the palette by 2.5 times, to give a similar
effect to the brightness cvar, but without the dithering brightness
gives. This is a palette hack, which means it _can't_ be a cvar.
2000-10-28 07:11:37 +00:00
Jeff Teunissen
17f9704978
-gamma parameter is _gone_. Colors are now almost exactly what they are in
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software. If you want to hack the colors, use the cvars.
2000-10-23 09:35:54 +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
dbda53e93b
More tweaking of stuff, fixed a minor bug in the loc stuff, may still
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have the crash causer though.
2000-10-07 04:06:08 +00:00
Zephaniah E. Hull
e4c9ccff8f
Cvar audit 1, all unused cvars are gone, with the exception of software
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rendering, and the server.
2000-09-30 04:08:40 +00:00
Zephaniah E. Hull
cb0d141132
GL rendering path audit.
2000-09-30 02:46:48 +00:00
Zephaniah E. Hull
d02d9e140b
Oops, frogot the header.
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Minor whitespace cleanup in gl_rmain.c
2000-09-28 08:05:09 +00:00
Zephaniah E. Hull
383075bb39
More audit cleanups, glShadeModel this time, and gl_affinemodels does
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what it says now, instead of the reverse of what it says.
2000-09-28 07:56:00 +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
Zephaniah E. Hull
68a4e60eaf
Behold, the great state audit, and a few other things.
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First off, a cleanup in alias model rendering.
Then we have R_CullBox, which is now a inline function.
Then the big one, the state change cleanup, right now GL_BLEND.
2000-09-26 09:03:21 +00:00
Jeff Teunissen
71b841adeb
Cvar audit; These files set cvars improperly, by changing their values
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without using Cvar_SetValue ().
2000-09-25 06:36:50 +00:00
Bill Currie
b55b0264b5
model loading reorg ala nuq. once again, gl hasn't been tested (will test when
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I get home tonight). This is in preparation for bmodel fulbrights.
2000-09-20 22:11:17 +00:00
Bill Currie
7e6d2f95c5
gl_model.c:
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sprintf -> snprintf
gl_rmain.c:
slight optimisation (thanks, LordHavoc)
2000-08-27 11:05:11 +00:00
Zephaniah E. Hull
e5581c8373
Fix of a bug with fullbright models..
2000-08-16 12:29:13 +00:00
Zephaniah E. Hull
b5e459d224
FULLBRIGHT SUPPORT FOR MODELS!
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Yes, this means that your standard grenades, the pipebombs, proxys,
sents, etc will all have fullbright pixels!
As a added bonus they are toggable with the gl_fb_models cvar! But
there is more! This comes at a almost unnoticeable cost! Thats right!
For you get this all for only 2 FPS!
Repeat, thats 2 FPS! PRACTICALLY NOTHING!
So order now! Available from the quakeforge newtree CVS.
2000-08-16 09:26:22 +00:00
Bill Currie
92baf1a751
add gl_skymultipass to conroll whether the skydome is single or double pass.
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Currently defaults to 1 (multipass, ie old behaviour).
2000-07-30 02:54:17 +00:00
Forest Hale
54648f9a93
Rewrote multitexture rendering. (faster, no fullbright bugs)
2000-07-04 09:29:56 +00:00