Commit graph

636 commits

Author SHA1 Message Date
Forest Hale
0793a90813 Dynamic lighting fixes. (relative bmodel lighting, mainly) 2000-06-30 22:26:11 +00:00
Forest Hale
e73700f4e8 Fix for minor bug in (unused) transparent model rendering. 2000-06-30 10:29:57 +00:00
Bill Currie
a16a0674a7 fix a parse error LordHavoc missed 2000-06-30 10:07:04 +00:00
Forest Hale
1364c8b47f Forgot to commit lightning fix. (oops) 2000-06-30 10:03:29 +00:00
Bill Currie
9efdc7e8b6 fix jumping' sky. I forgot to add s' to the pole tex coords 2000-06-30 10:00:32 +00:00
Forest Hale
e3d8266db8 Fix for invisible gun and lightning. (cleanup after Endy) 2000-06-30 09:59:02 +00:00
Forest Hale
a02481c08c Fix for .lit support. (fixes black wall bug, oops) 2000-06-30 09:33:43 +00:00
Forest Hale
27e89eb634 Fixed Mod_ExtraData crash. (oops) 2000-06-30 06:26:17 +00:00
Forest Hale
2028766d1f Removed Endy's broken protocol enhancements. 2000-06-30 05:54:28 +00:00
Forest Hale
7ee4edd961 Another fix for R_MarkLights crash. (oops again) 2000-06-30 05:52:06 +00:00
Forest Hale
6f8c87fa02 Fix for immediate R_MarkLights crash. (oops) 2000-06-30 04:35:05 +00:00
Forest Hale
789984f19b Fix for TimeRefresh. (oops) 2000-06-30 00:55:46 +00:00
Forest Hale
0b826825ec GL cleanup. (cleanup after Endy mainly) 2000-06-30 00:47:26 +00:00
Joseph Carter
fa7a67e9fb And I missed the other one ... 2000-06-30 00:03:10 +00:00
Joseph Carter
5de94bd9ad taniwha forgot a ; ... 2000-06-30 00:01:42 +00:00
Bill Currie
fb9e8d05b4 took me a while to realise the skydome starts at the equator, not a pole.
I hope I got this right
2000-06-29 23:51:02 +00:00
Zephaniah E. Hull
750457b368 Clean up after myself in the Z_* purge.. 2000-06-29 23:30:21 +00:00
Forest Hale
def35745d7 Massive dynamic light speedup. 2000-06-29 23:27:03 +00:00
Joseph Carter
e25c2e5898 erp, one more.. 2000-06-29 23:07:57 +00:00
Forest Hale
177652d724 Fix for white particles bug. (cleanup after Endy) 2000-06-29 23:06:08 +00:00
Forest Hale
244ea57e1a Fixed .lit file (colored lighting) support. 2000-06-29 22:18:13 +00:00
Bill Currie
98c7aeb439 we were drawing the sky layer twice (0-360 horiz, 0-360 vert). Change the vert
to 0-180.
2000-06-29 22:07:40 +00:00
Joseph Carter
a9f17c7b6c Fix polyblend - This is the (SINGLE) thing Endy did that is easy to fix,
and the only thing he realized he broke.
2000-06-29 19:25:00 +00:00
Joseph Carter
ae5b1b624b Well, Endy's changes seriously broke stuff. Lots of stuff. If you're not
pointed the right direction, entities don't get drawn correctly (no
texture) and the view model doesn't get drawn at all.  Blending gets
turned off some of the time. so particles are drawn wrong.

In other words, Endy's changes fucked stuff up, badly.  Someone get the
guy a box so he can actually test this stuff, eh?
2000-06-29 14:46:56 +00:00
James Brown
f27365af54 Test THIS :) 2000-06-29 14:34:09 +00:00
James Brown
68ae22b1ac More changes, rendering effects like alpha and colormod SHOULD work :) 2000-06-29 14:32:27 +00:00
Joseph Carter
0802498b8b Llama requested a few things.. 2000-06-29 13:25:00 +00:00
Bill Currie
94680040b0 update to reflect my gl changes 2000-06-29 09:23:41 +00:00
Bill Currie
b25d03c602 source/vid_glx.c:
#if 0 the signal code. wouldn't compile otherwise, but not game to
	nuke it just yet
include/win32/version.h:
	buggered if I know. fscking configure/cvs :)
include/glquake.h:
	remove size declarations from bubble_sintable and bubble_costable
source/gl_part.c source/gl_rlight.c:
	32 segments in a circle now instead of 16 and change the pointer
	math to cope
source/gl_warp.c:
	nothing much. just almost double my fps. (hint: the above tables)
2000-06-29 09:21:23 +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
Bill Currie
d5ea4bc9bf Revamp the software particle rendering loop. Seems to work well. 2000-06-28 23:20:57 +00:00
Zephaniah E. Hull
66e9bfd98c Fixed the GL water texture problem.. 2000-06-28 23:11:52 +00:00
Bill Currie
72ef6959b9 add a legend 2000-06-28 22:17:00 +00:00
Joseph Carter
97c4129be1 This is the list of stuff to do before we consider QW to be done. 2000-06-28 16:01:50 +00:00
Jeff Teunissen
b41f21f7eb Argh...looks like I fucked it up. All fixed. 2000-06-28 15:37:16 +00:00
Dabb
686a09b81f Some BC++ changes. 2000-06-27 06:09:49 +00:00
Zephaniah E. Hull
016f682389 R_RecursiveWorldNode from DP, speed improvement.. 2000-06-26 19:56:09 +00:00
Zephaniah E. Hull
8e64d0d3cc Fixed the signal handling for x11 targets, specificly -x11..
(Yes, this required a change in the glx target, don't ask)
2000-06-26 17:20:38 +00:00
Forest Hale
f17ed670d5 Fixed min and max redefinition complaint on win32. 2000-06-26 12:31:47 +00:00
Forest Hale
cbd8135196 Minor win32 cleanup, now compiles in MSVC 4. 2000-06-26 12:27:03 +00:00
Bill Currie
d75f6944c1 make XRaiseWindow happen unconditionally. Should help with qf not always
getting focus on v3.
2000-06-26 10:38:41 +00:00
Bill Currie
09af993795 source/gl_rsurf.c:
removed commented out line
source/in_x11.c:
	re-enable the mouse warpage.
2000-06-26 10:09:13 +00:00
Forest Hale
7e4def70af Fix for bmodel relative lighting in R_AddDynamicLights. 2000-06-26 07:47:43 +00:00
Forest Hale
4698dc0d7d Readability improvements and minor speedup in R_AddDynamicLights. 2000-06-26 07:42:29 +00:00
Bill Currie
9bd5bd4ffb include/modelgen.h include/spritegn.h:
remove the INCLUDELIBS blocks
include/win32/version.h:
	ws changes. don't know why it's there in the first place (or generated
	by configure, but too bad)
2000-06-26 03:25:31 +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
James Brown
3a43cea3b7 Again, patched for colormod and other extend bits. 2000-06-25 20:53:26 +00:00
James Brown
089a0a35d0 Patched for QSG Standard 2 (Extend Protocol).
Unfinished, renderer effects are only half implimented at this point.
2000-06-25 13:00:19 +00:00
Jeff Teunissen
f6ec000127 configure.in: Fix typo preventing detection of vga.h.
source/r_part.c: Clarity fix.
2000-06-24 22:28:06 +00:00
Bill Currie
f67e48fb95 put MAX_LIGHTMAPS back to 64 as I found the bug that was causing them to be exhausted 2000-06-24 08:31:38 +00:00