Commit graph

49 commits

Author SHA1 Message Date
Joseph Carter
b1e18056eb gl_particles moved out of gl_vid* since it is common.
new cvar, gl_fires.  Default to 1, set to 0 if you hate the fire effect on
the lavaball and coming off the rocket trail.
2000-04-27 04:30:37 +00:00
Bill Currie
9fd7079be9 cleanup the r_fog/r_volfog/r_wateralpha code a little, removing the #if 0ed code 2000-04-25 04:08:12 +00:00
Bill Currie
98e7670d66 forgot to disable the stensil buffer for r_volfog 2000-04-25 03:35:30 +00:00
Bill Currie
32b012dda0 allow r_fog, r_volfog and r_wateralpha to be independent of each other. Interesting effects on entities (eg zombies on walls): they wind up full white (1,1,1, I guess). 2000-04-24 09:48:48 +00:00
Bill Currie
451b4056a4 fix the r_wateralpha not working without r_volfog bug. Unfortunatly, this doesn'
t do anything for the r_wateralpha bug that allows cheating (no diff what so eve
r).
2000-04-24 08:59:09 +00:00
Bill Currie
28011090b3 rename *FireBall* stuff to *Fire (or Fires). 2000-04-17 10:39:55 +00:00
Joseph Carter
07d8d044b9 Here's the fireball code I promised, implemented from an email which told
me pretty much how.  It's a meshing of the GL flashblend bubble and the
particle engine.  More emphasis on dlights though.

This code should be very similar to an effect that was in QL.  It was
described to me in very explicit detail in an email.  It's probably based
on the QL source but is a legitimate clean-room implementation.  The email
described how to make the flame trail found in newer QL too but I've not
decided whether or not to code that yet - I think I can do better instead
by adding smoke.
2000-04-17 04:15:38 +00:00
Joseph Carter
3e73b3fb3c TODO items completed are removed
misc minor stuff taken from ideas implemented in NaTaS, most people won't
notice a real difference.
2000-04-15 10:14:40 +00:00
Zephaniah E. Hull
995b1859bd The colored dlight fix! 2000-04-12 05:01:36 +00:00
Jeff Teunissen
da0a5cd041 Merged R_TranslatePlayerSkin() in gl_rmisc.c -- rest, misc. fixes, mostly
whitespace and spelling.
2000-04-08 10:38:33 +00:00
Anton E. Gavrilov
f5620c9f5b Changed Cvar_Set(char *, char*) to Cvar_Set(cvar_t *, char *). You can kill me now =] 2000-04-03 14:30:02 +00:00
Joseph Carter
221b259d62 this should be in there too... 2000-03-26 14:45:29 +00:00
Joseph Carter
bcf938088b darkangel, this one's for you! r_dynamic 0 now causes colored shading of
models to not happen.
2000-03-26 14:30:17 +00:00
Joseph Carter
5a06f2f03e A bit more 2000-03-24 09:55:33 +00:00
Marcus Sundberg
674ddcffe5 The big whitespace cleanup. ;-)
Removed trailing whitespace from code lines.
2000-03-19 15:59:51 +00:00
Joseph Carter
cc8e1219bd Supposedly models should be shaded with colored light now. They don't
seem like they are to me but supposedly they are shaded.
2000-03-09 15:13:39 +00:00
Eric Windisch
24e1dd5e07 Made volumetric fog use the cvar r_volfog for the density. 2000-03-06 20:57:58 +00:00
Eric Windisch
7c84bd2f4f Fixed Rules.mk.in, it was causing a break in the compile in the linking of quakefs.c. The gl* files are fixes for stuff inside of #ifdef QUAKE2. Quakefs.c has very minor if any changes. Gl_notes has a few updates for new features. 2000-03-06 19:58:03 +00:00
Joseph Carter
5bfd333ae6 DEATH TO cl.items! 2000-03-06 14:28:53 +00:00
Joseph Carter
085f2712e9 code cleanups, no functionability changed herein. 2000-03-06 13:58:35 +00:00
Joseph Carter
8b18f9d56b A little cleanup...
S_Init() is now where it belongs--outside of VID_Init().  I think I did
manage to update every target.  If I missed one, kill the sound.h include
and remove S_Init() from VID_Init().

New Cvar: r_sky, defaults to 0, turn it on if you want to use skyboxes.
Cvar r_skyname can actually be used now I _think_, need another skybox
to test it.  Quake2000's instructions were used in the skybox stuff but,
as all know by now, our tree is so different from anyone else's that I had
to redo a number of things.  But thanks all the same--cut the time spent
debugging it in half.  I also want to thank whoever did the night skybox
on the MegaTF page I used to test.  Looks great on start map!

New GL-specific Cvar: r_conspin, defaults to 0.  Turn it on.  You can turn
it off too.  Shamelessly ripped from QER.
2000-03-02 19:57:24 +00:00
Joseph Carter
54501eaed7 SKYBOXES!
Relevant cvar to change the name of the skybox is r_skyname which defaults
to "sky".  If you don't have the files you'll get an ugly red background
in place of the sky.  I'll fix that shortly.

Sorry software people, this is just the Q2 code I'm turning on which doesn
not work for software.  The code is pretty simple though and most of it's
written already in gl_warp.c---just move that to r_sky and use the pcx's
instead of the tga's..
2000-03-02 13:56:01 +00:00
Eric Windisch
b53e2c9edd Restructured the fog code and took volfog out of experimental; r_volfog 1 may or may not work, without GL accel I cannot test it. Apparently, It may at very least have problems with voodoo1. 2000-02-29 05:51:29 +00:00
Dan Olson
6305810ddb Some fixes for Cvars. Windows, GGI, and Sun should now all compile. 2000-02-28 01:52:08 +00:00
Dan Olson
106dada0b2 Non functional cvar code. Compiles, but won't run. 2000-02-27 07:13:32 +00:00
Joseph Carter
83a09156f1 r_clearcolor currently doesn't work for GL. Broke it while fixing it. It
doesn't matter if you don't use noclip in uquake for map debugging.  On
the upside, I fly should work in qw-server now.  MegaTF fans rejoice!
2000-02-27 03:34:54 +00:00
Dan Olson
7d387042f7 New CVAR flag system. Appears to work perfectly 2000-02-16 21:30:20 +00:00
Bill Currie
88bc2bf209 common/gl_refrag.c common/gl_rmain.c:
fix to compile with cl_visedicts from qw in uq
common/quakeio.c:
	fix bogus string copying
2000-02-09 06:27:30 +00:00
Joseph Carter
7e04ceced5 The pretty green/yellow/blue pixels that hang around after things like
biosuits, pents, and quads wear off are now gone.  Sort of.  They are
caused by places where two texture edges meet and there are little gaps
at the seams where nothing gets drawn.  This is also why noclip screws w/
the screen if you walk outside of the map in the GL targets.  We now draw
a backdrop whose color is set by r_clearcolor, ala software renderer.
2000-02-04 04:01:23 +00:00
Zephaniah E. Hull
925344be77 uquake now works! All targets I can test!
I also merged console.[ch] while I was at it..
2000-01-29 18:46:26 +00:00
Zephaniah E. Hull
f18b3bcf02 HUGE changes..
Basicly, sound_lib.a is built, and is compiled into the clients..
Note, uquake is SERIOUSLY FSCKED..
2000-01-27 17:06:02 +00:00
Loring Holden
88344ef21a glquake.h now included from only the files that use OpenGL, and not from
common_quakedef.h (and thus all files)

This solves a build break when the OpenGL includes are not in /usr/include,
since the OpenGL include path is only used when compiling files that use
OpenGL.
2000-01-26 19:00:36 +00:00
Zephaniah E. Hull
427b74299d No more -DGLQUAKE!!!
Took me 9+ hours straight to do it, but its done!
2000-01-22 12:54:51 +00:00
Eric Windisch
c2ac36e5ca r_fog now specifies the fog density, and i moved the color back to white.
This is a minor change, I wasn't gonna do it but several users wanted it..
-- Eric Windisch
2000-01-20 04:11:12 +00:00
Eric Windisch
28a832f5ac Disabled all waterwarp effects for the release, perhaps we will renable it
after we fix it. (r_waterwarp now defaults to 0)
-- Eric Windisch
2000-01-20 03:15:11 +00:00
Zephaniah E. Hull
34391442c7 Merged render.h, to fix compile warnings..
No more compile warnings! A completely clean build on my system!
Wrapped all the unistd.h includes with #ifdef HAVE_UNISTD_H.
Seems like there is more, but that looks like it..
2000-01-19 11:01:04 +00:00
Eric Windisch
b06d98de76 This is an extremely small feature that I figured out while trying to find the
waterwarp bug. This creates r_waterripple that causes a wave effect when
set to 1. Perhaps I will change it after release to adjust the size of the
waves...

-- Eric Windisch
2000-01-12 02:24:09 +00:00
Jeff Teunissen
c797a758d5 Whitespace changes, cleanup of gl_rmain.c 2000-01-07 21:36:15 +00:00
Eric Windisch
2bba6d05c2 Commented out volume fog until it works, or at least until after release. 2000-01-07 04:23:16 +00:00
Eric Windisch
d1ac3a1abf Added a "tested on" system in README (no big deal)
Added some stuff to TODO
Some more volumetric fog code, this isn't release quality but it won't affect
anything.
2000-01-07 03:59:52 +00:00
Joseph Carter
2193966719 Copyright notice stuff 2000-01-06 13:48:07 +00:00
Joseph Carter
55a4e4e01c Fixed register_check(), renamed a couple of non-headers to the "standard"
naming of .-c, also the very beginnings of the eventual source reformat.
2000-01-03 21:54:18 +00:00
Joseph Carter
b75354555d chase_active in uquake is now cl_chasecam like in qw-client 2000-01-02 05:46:52 +00:00
Eric Windisch
797b93f871 Taniwha pointed out that qw didn't compile, i put cvar_t r_waterwarp in a non-common file. I moved it to r_glmain.c, everything _SHOULD_ work now (I hope!). 2000-01-02 04:04:17 +00:00
Eric Windisch
2bfc08ccde Preliminary Volumetric fog :)
fixed problem where r_fog, r_waterwarp were not defined for quakeworld.
2000-01-02 03:12:59 +00:00
Eric Windisch
abf1fae788 Didn't realize that quakeworld shouldn't use r_mirror (yet), added #ifdef so nobody encounters any segfaults :) 2000-01-02 02:57:59 +00:00
Eric Windisch
84d05a1c59 Removed some #ifdef and #ifundef's that didn't make much sense. 2000-01-02 02:52:38 +00:00
Jeff Teunissen
ee7164d21b Repaired UQuake gl_rmail.c mess, commented out gl_reporttjunctions refs,
since they are apparently unused by either QW or UQuake.
2000-01-01 15:03:44 +00:00
Zephaniah E. Hull
2d821cdda6 Applied patch from Bill Currie to merge gl_rmain.c 2000-01-01 06:26:03 +00:00
Renamed from uquake/gl_rmain.c (Browse further)