Bill Currie
204c1aba03
Don't use the miptex_t after converting to texture_t.
2012-01-07 17:08:07 +09:00
Bill Currie
29a0dc0b68
Actually build the lightmaps, and fix a silly bug in the scrap allocator.
...
Also, add a command for dumping scrap statistics.
2012-01-07 15:35:08 +09:00
Bill Currie
8a5658ed61
Implement the bulk of the lightmap code.
...
Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00
Bill Currie
a988c192ab
Fix OSS sound. YAY!!!
...
Much thanks to Spirit from quaddicted for his patient help in testing, and
Spike for his heckling ;)
2012-01-06 21:21:45 +09:00
Bill Currie
0993803006
Add texture sub-image management.
...
The planned uses are lightmaps and 2d icons.
2012-01-06 16:24:13 +09:00
Bill Currie
c25327f4ed
Add union and merge functions and tests.
2012-01-06 12:57:25 +09:00
Bill Currie
73f2c12815
Delete the intersection rect when finished.
2012-01-06 11:04:50 +09:00
Bill Currie
981760e19a
Add tests for vrect.
2012-01-06 11:04:34 +09:00
Bill Currie
2ae044effd
Split out vrect_t to its own file and add support functions.
...
The rest is cleanup after removing a wart from one of the field names.
2012-01-06 09:52:14 +09:00
Bill Currie
42266cddd5
Get models being lit by the world's lightmaps.
...
Even though the world isn't rendered yet.
2012-01-05 22:37:02 +09:00
Bill Currie
423e08ce21
Add demo to "movie" conversion.
...
It currently writes a series of png files (QF/qfmvNNNNNN.png), at a fixed
rate of 30fps, with no sound recording.
2012-01-05 19:19:37 +09:00
Bill Currie
b13a2b6dbd
Move screenshots to $fs_userpath/QF.
...
I got tired of screenshots getting scatter across the tree. ShotsPath in
the dirconf can override this.
2012-01-05 17:07:27 +09:00
Bill Currie
297a4e2756
Put the D_FlushCaches mess back.
...
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie
03bcfb9483
Set the default hudtype.
...
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:02:53 +09:00
Bill Currie
764cd91879
Set the default hudtype.
...
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
2012-01-05 14:00:57 +09:00
Bill Currie
6f18035c12
Fix up alias-16 support.
...
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie
c6bcd7aedb
Normalize the vertex normals.
...
I was wondering why the lighting looked a little extreme in overkill.
2012-01-05 12:45:43 +09:00
Bill Currie
bfc743fdcd
Add my point shaders before I lose them.
2012-01-04 18:47:03 +09:00
Bill Currie
8fbc6221f7
Get sprite interpolation working.
...
It's not perfect (it can't be), but it looks a whole lot nicer than no
interpolation.
2012-01-04 18:31:35 +09:00
Bill Currie
6050901e0e
Break out the entity blend calculations.
...
This allows alias and sprite model lerping to share the code.
2012-01-04 18:30:47 +09:00
Bill Currie
836209e5c6
Enable lerping of alias models.
...
Done in hardware }:>
2012-01-04 16:36:43 +09:00
Bill Currie
f0e88bbe85
Rip out the duplicate lerp code and merge it.
...
While the vertex lerping needs to be duplicated in the current GL code,
there's no need for the setup code to be duplicated. Also, I want it for
GLSL.
2012-01-04 16:26:52 +09:00
Bill Currie
99381b8b8c
Rework the alias vertex shader and rendering code for lerping.
...
Lerping isn't actually done yet (need to get both poses and blend), but
this still renders correctly with blend forced to 0.0.
2012-01-04 14:35:34 +09:00
Bill Currie
add5440ad1
Upload the normals with the vertex data.
...
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
2012-01-04 09:42:00 +09:00
Bill Currie
fea7acd871
Enable vis calculation.
...
One nice thing about this project: I now KNOW that efrags works the way I
wanted it to: all those torches are now toggleable via r_novis :)
2012-01-03 23:20:01 +09:00
Bill Currie
d0a0440056
Make R_SplitEntityOnNode easier to read.
2012-01-03 23:19:21 +09:00
Bill Currie
454047ab92
Make r_novis 0 take effect immediately.
2012-01-03 23:17:49 +09:00
Bill Currie
0797183201
Merge R_MarkLeaves from gl, sw, and sw32.
...
Other than novis, they're functionally identical. Now sw and sw32 have
novis as well.
2012-01-03 21:09:13 +09:00
Bill Currie
091b714e4c
Implement dynamic lighting.
...
This uses the same calculations as the software renderer. However, as the
lightmap calculations are not done yet, if there is no dlight in the
vicinity, there will be no light. demo1 is pretty cool to watch :)
2012-01-03 20:36:07 +09:00
Bill Currie
209c4cda8b
Scale the light level index correctly before colormap lookup.
...
With this, lighting seems to be working. I'm not certain the normals are
100% correct, but I can see something happening on rotating models.
2012-01-03 19:57:47 +09:00
Bill Currie
e8f863c76f
Remove the hedgehogs from the garden.
...
While the first frame was fine, any subsequent ones were not. I had
forgotten that hdr->poseverts held the edited vertex count rather than
hdr->mdl.numverts.
2012-01-03 18:11:39 +09:00
Bill Currie
d7bc437e2c
Fix the borked texture coordinates.
...
Silly me, doing byte based pointer math on a non-byte pointer :P
2012-01-03 18:10:35 +09:00
Bill Currie
185fded944
Re-enable the matrix optimizations.
...
Turns out my concatenations were correct.
2012-01-03 18:09:33 +09:00
Bill Currie
21c7b84379
Enable face culling and depth testing.
...
I spent way too long trying to figure out why triangle order wasn't making
any difference... :P
2012-01-03 18:08:01 +09:00
Bill Currie
1437cbec91
Make the face culling a little more sensible.
...
GL Quake was weird, culling front faces. Partly understandable, since
Quake's front order is clockwise and GL's default order is
counter-clockwise. However, since the order can be specified, that should
be done instead. Thus, specify the winding order as clockwise (for quake's
data), set culling for back-face removal, and then mess with the winding
direction in the mirror and fish-eye code.
2012-01-03 18:06:26 +09:00
Bill Currie
62e564c5cd
Send ALL of the model's verts to GL.
...
Triangles have 3 vertices, not one :P
2012-01-03 11:47:40 +09:00
Bill Currie
ba04cf73d0
Add my test tetrahedrons.
2012-01-03 09:34:17 +09:00
Bill Currie
baab15279f
Correct the alias vertex data types.
...
Vertex locations need to be unsigned byte rather than byte (GL is funy
with that). s and t need to be at least short, and since the normal index
is embedded in the st vector, it needs to be the same type. With this, my
test tetrahedrons seem to be working.
2012-01-03 09:34:17 +09:00
Bill Currie
c378acab6b
Actually load up the mvp and normal matrices.
...
Rather critical. I thought I'd done that :/
2012-01-03 09:34:17 +09:00
Jeff Teunissen
86edf54c40
Build and ignore cleanups
...
GLSL renderer build was checking for BUILD_GL instead of BUILD_GLSL in a
few places. Also, ignore the GLSL .fc and .vc files and the binaries.
2012-01-02 14:16:19 -05:00
Bill Currie
2a3151cecd
Hook in alias model drawing.
...
Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie
72e3a8d507
Merge sw and sw32 alias frame selection.
...
I'm leaving GL for later because lerping complicates things. I'll sort it
out when I implement lerping in GLSL.
2012-01-02 17:47:22 +09:00
Bill Currie
1c480bf75e
Merge the alias skin selection code.
...
We really don't need 4 copies of identical code when 1 will do :P
2012-01-02 15:57:43 +09:00
Bill Currie
540bccbc27
Load all the alias vertex data as bytes.
...
I had forgotten I wanted to do it this way.
2012-01-02 13:41:12 +09:00
Bill Currie
a57835866a
Build the vertex normals texture.
2012-01-02 13:40:48 +09:00
Bill Currie
6b4a10819a
Add an RGB texture loader.
2012-01-02 13:15:19 +09:00
Bill Currie
7e5b3304fc
Create the colormap texture.
2012-01-02 11:19:23 +09:00
Bill Currie
fd67f3500b
Load the alias model shaders.
2012-01-02 11:18:34 +09:00
Bill Currie
df3d9fe4df
Correct the fullbright start color extraction.
...
I don't know what despair and I were thinking, but we obviously didn't
understand the colormap code at the time.
2012-01-02 10:53:57 +09:00
Bill Currie
7be08534be
Clearify the program dump info a little.
...
Calling programs shaders was a little confusing when I use shader to refer
to the sub-programs (vertex and fragment shaders). Also, print the program
number as well.
2012-01-02 10:22:03 +09:00
Bill Currie
2ad5aa7aed
Unbind the array and element array buffers when done.
...
Not doing so wreaked havoc on my 2d rendering (what's he doing here, and
why's he messing with my redering? ;)
2012-01-02 10:08:56 +09:00
Bill Currie
d1419c30db
Make a start on alias model rendering.
...
The vertex and fragment shaders are written, and R_InitAlias is stubbed,
but that's it so far.
2012-01-01 23:58:12 +09:00
Bill Currie
f3884c659c
Finish alias skin loading and load vertex data into GL.
2012-01-01 23:55:27 +09:00
Bill Currie
f18cd65526
Implement the "cache" in Draw_CachePic.
2011-12-31 20:36:24 +09:00
Bill Currie
3eae8426e6
Implement in-game screenshots.
2011-12-31 17:24:20 +09:00
Bill Currie
d8dbfa9c24
Create WritePNGqfs so screenshots can be written as png.
2011-12-31 17:23:32 +09:00
Bill Currie
718595db45
Implement sprite rendering.
...
Sprite interpolation seems to work, even :) (maybe)
2011-12-31 14:39:33 +09:00
Bill Currie
091e16f9d2
Bring in GL's R_RecursiveWorldNode as R_VisiteWorldNodes.
...
No surface queuing is done, but entities get queued.
2011-12-31 14:33:20 +09:00
Bill Currie
ea2ae1436c
Fix some bugs in the new matrix functions/macros.
2011-12-31 13:20:31 +09:00
Bill Currie
55e53b796d
Make a start on getting sprites rendering.
...
The plan is to do interpolated sprites based on a discussion I had with
LordHavoc about them: blending between the two sprite frames. He didn't
mention it, but it looks like blending between the sprite frames' verts is
necessary too.
2011-12-30 21:11:59 +09:00
Bill Currie
16f84cd496
Hopefully get the 3d view and projection transforms setup.
2011-12-30 21:10:24 +09:00
Bill Currie
20d93466c7
Frag some magic numbers.
...
More annoying than hipnotic's gremlins.
2011-12-30 21:07:35 +09:00
Bill Currie
35bf957d08
Add a 4x4 matrix type and some functions for it.
2011-12-30 20:11:53 +09:00
Bill Currie
edb05fdfce
Rename Vector3Scale and QuatCompScale.
...
They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie
bcdcd7b36d
Implement sprint glsl loading.
...
That was... easy.
2011-12-30 09:36:57 +09:00
Bill Currie
a87a60a6fd
Flush the text buffer before drawing conback or menus.
...
Ok, now really done until I notice something else (I forgot this one
momentarily).
2011-12-29 18:23:09 +09:00
Bill Currie
047b7bcc32
Implement Draw_TileClear.
...
With this, 2d seems to be finished. YAY.
2011-12-29 18:15:15 +09:00
Bill Currie
a1035aafe9
Implement Draw_TextBox.
2011-12-29 17:51:31 +09:00
Bill Currie
0e521a7779
Correctly detect going past the end of the pcx data.
...
palette is just that, the palette, and often won't point to the end of the
pcx data. Use the right end :).
2011-12-29 11:27:54 +09:00
Bill Currie
2b44a25c6b
Flush console text after each screen function.
...
This on its own doesn't fix menus being overwritten with console text, but
it's an important step.
2011-12-29 11:26:14 +09:00
Bill Currie
9fec4d5be0
Implement Draw_Fill.
...
Almost there with 2d.
2011-12-29 11:25:27 +09:00
Bill Currie
9d0ed6b885
Fix the missing text.
...
Silly case and paste error cleared out my text vertex array prematurely.
2011-12-29 08:47:32 +09:00
Bill Currie
bece72e746
Use a quick hack to get colored crosshairs working.
2011-12-28 21:45:20 +09:00
Bill Currie
e69a583f1b
Work around a bug in mesa.
...
Since I'm not specifying the api when creating my context, mesa is giving
me GL2. This is fair enough, but in GL2, vertex attribute 0 is the vertex
position. This too, is fair enough. The problem is, mesa is assigning 0 to
my vcolor attribute and thus I can't set it. The work around is simply to
swap the declaration order of vcolor and vertex (this really shouldn't work
eiter, I suspect).
2011-12-28 20:43:56 +09:00
Bill Currie
6a44978a0f
Fix reading of GL_CURRENT_VERTEX_ATTRIB.
...
Turns out it returns a vec4. oops.
2011-12-28 20:41:26 +09:00
Bill Currie
8ee13ef8c2
Do some clipping in the draw routines.
...
After fixing Maraakate's crash, I thought it would be a good idea to put
the fixes into QF, too.
2011-12-28 19:20:18 +09:00
Bill Currie
4e7af5c3e0
Add a function to dump the info for all attribute arrays.
2011-12-28 14:27:59 +09:00
Bill Currie
411ab8f359
Be noisy when resolving uniforms and attributes.
2011-12-28 12:58:26 +09:00
Bill Currie
be9530afb6
Dump a lot of info about shader programs.
...
New developer bit: SYS_GLSL (2048).
2011-12-28 12:40:28 +09:00
Bill Currie
b657905c83
Bring in Despair's gl error checking from the gl renderer.
2011-12-28 09:05:36 +09:00
Bill Currie
151cc05882
Add support for vertex colors.
...
As I need to control the alpha, they're sent as rgba rather than quake
palette indices. Text works well. All other 2d stuff does not :(.
2011-12-28 09:04:26 +09:00
Bill Currie
b943b6d6e8
Implement crosshairs, mostly.
...
Colored crosshairs aren't supported yet (next).
2011-12-27 17:59:58 +09:00
Bill Currie
db8573b774
Make the cross-hair data sharable between renderers.
2011-12-26 21:43:15 +09:00
Bill Currie
705d07fa39
Implement most of the 2d rendering functions.
...
textbox, crosshair, tileclear, fill and fadescreen are the remaining
functions.
There's a problem with 2d icons being drawn over the text (instead of
under), but I'll leave that for later.
2011-12-26 20:33:40 +09:00
Bill Currie
e2a8de33cc
First real texture support function for glsl.
2011-12-26 18:34:51 +09:00
Bill Currie
42034acc03
Organize the text program data.
...
Also, rename the charmap uniform in quake2d.frag as it's more generic than
that.
2011-12-26 18:00:55 +09:00
Bill Currie
2ccfbb0c1c
Move the shader program code into vid_common_glsl.
...
Much more useful in the long run.
2011-12-26 17:17:29 +09:00
Bill Currie
5bed38dcd9
Rename quaketxt.frag to quake2d.frag.
...
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
2011-12-26 17:11:31 +09:00
Bill Currie
f78db6c570
Clean up the generated shader files.
2011-12-26 16:39:02 +09:00
Bill Currie
d743c6c55f
Make a clean break heading for GLES compatibility.
...
Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.
Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie
e6c6de3a2a
Fix the palette uploading.
...
Ooooops :P
2011-12-26 10:41:16 +09:00
Bill Currie
7bd5ab882c
Get text rendering working.
...
It comes out as a funky green (that's not in the quake palette!!!), but
it's mostly readable.
2011-12-26 10:16:16 +09:00
Bill Currie
9f5eacd1fb
Try to get text rendering.
...
Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie
c161a91d4a
Split out and partially implement the screen code.
2011-12-26 08:09:47 +09:00
Bill Currie
1268830082
Split out the particle code.
2011-12-26 08:02:18 +09:00
Bill Currie
7d653f3676
Start work on outputting text.
...
The shaders now compile. No linking is done yet. Char quads are generated,
but not sent to the card.
2011-12-25 19:42:39 +09:00
Bill Currie
91afdcf064
Don't call init_box when not doing a box trace.
...
I took the opportunity to pass qf through callgrind. init_box was
surprisingly expensive, especially considering its results were never used.
2011-12-25 17:11:48 +09:00
Bill Currie
55a0ed49cd
Build qw-client-glslx too.
...
I was asked about timedemo overkill (bigass1 currently gets 40kfps, haha),
so I had to add qw-client-glslx to the build.
2011-12-25 16:41:14 +09:00
Bill Currie
9df7370bcd
Create some shaders for quake text.
...
Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
2011-12-25 15:53:12 +09:00
Bill Currie
b7c90fa02d
Load the quake palete as a texture.
...
256x1 rgba.
2011-12-25 13:53:52 +09:00
Bill Currie
99c490ce52
Get glsl running as a null renderer.
...
This means that nq-glslx can get through demo1, demo2, demo3 and bigass1
without crashing. However, nothing is rendered, so unless you like black,
it's not very interesting.
2011-12-25 13:02:26 +09:00
Bill Currie
2894689f71
Clean up mod_lightmap_bytes.
...
Just how many definitions do we need?
2011-12-25 13:02:26 +09:00
Bill Currie
dcf2b14188
Implement alias model skin loading for glsl.
2011-12-25 13:02:26 +09:00
Bill Currie
e62eb23f67
And do the real merge.
...
That drastically simplifies the processes of alias model loading for glsl :)
2011-12-25 11:04:03 +09:00
Bill Currie
c0d37ddc1e
Pseudo merge gl and sw Mod_LoadAliasGroup.
...
Interestingly, this didn't break gl alias model renderering (but then, it
does weird things to the data anyway).
2011-12-25 10:53:53 +09:00
Bill Currie
1f8db5fe3a
Pseudo merge gl and sw Mod_LoadAliasFrame.
2011-12-25 10:34:29 +09:00
Bill Currie
cc5140e3a1
Move min/max/bound and field_offset into better locations.
...
min/max bound into mathlib.h (they /are/ math functions, after all) and
field_offset into qtypes.h.
2011-12-24 10:04:33 +09:00
Bill Currie
59ef1eae9d
Split out the floodfile code into its own file.
2011-12-23 19:01:31 +09:00
Bill Currie
6fe9557dae
Put in the final pieces so nq-glslx can link.
...
Everything is still stubs. Trying to run nq-glslx results in a segfault :)
2011-12-23 12:52:55 +09:00
Bill Currie
53d89bf85a
Clean up the mess around D_FlushCaches.
...
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie
33c5320c0e
Create stubs for most of the required render functions.
...
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +09:00
Bill Currie
497461b4c2
Make a start on making a pure GLSL renderer.
...
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
2011-12-23 12:19:13 +09:00
Bill Currie
858d95de58
Add a bunch more keys to the X11 clients.
...
Now, QF does something reasonable for every key on my keyboar for which X
gives us a keycode.
2011-12-19 16:37:48 +09:00
Bill Currie
87390f53b0
Z_Realloc() should zero-fill the expandded part of the mem
...
Patch from Ozkan Sezer (sezero). Thank you.
2011-12-19 09:45:46 +09:00
Bill Currie
52d9269867
Merge brush model with world model rendering.
...
With this, non-mtex global fog now works properly :).
2011-12-18 08:09:55 +09:00
Bill Currie
a8e354536a
Implement the instance surface allocation/freeing.
...
Not actually used yet, so it's harmless at this stage.
2011-12-17 19:42:19 +09:00
Bill Currie
87b78e5533
Move the surface chain links out of the surfaces.
...
The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
2011-12-17 19:14:14 +09:00
Bill Currie
9f0bdf7794
Add some comments.
2011-12-17 09:39:57 +09:00
Bill Currie
933120d44f
Fake vertex arrays for text and particles.
...
Getting gl_vaelements_max -1 to work produced a rather nasty surprise :P
2011-12-16 20:09:05 +09:00
Bill Currie
5cd1f6f5cf
Fix a GL version check snafu.
...
Thanks to MH (on inside3d.com) for pointing this out to me.
2011-12-16 09:43:22 +09:00
Bill Currie
e67690a1a9
Restore the missing lightmaps in non-mtex mode.
...
I forgot to blend in the lightmaps in the fogless non-mtex path.
2011-12-16 09:21:39 +09:00
Bill Currie
b2aa5ce554
Register the textures of other brush models;
2011-12-15 17:09:02 +09:00
Bill Currie
962451e2fe
Create a list of texture chains.
...
This moves the texture chains out of the world model and into a separate
list, allowing other brush models to registter their textures.
2011-12-15 17:09:02 +09:00
Bill Currie
d6a668d517
Split out chain_surface() from visit_node().
2011-12-15 17:09:02 +09:00
Bill Currie
3eb859a88f
Move the entity transform setup into the clients.
...
This has several benifits:
o The silly issue with alias model pitches being backwards is kept out
of the renderer (it's a quakec thing: entites do their pitch
backwards, but originally, only alias models were rotated. Hipnotic
did brush entity rotations in the correct direction).
o Angle to frame vector conversions are done only when the entity's
angles vector changes, rather than every frame. This avoids a lot of
unnecessary trig function calls.
o Once transformed, an entity's frame vectors are always available.
However, the vectors are left handed rather than right handed (ie,
forward/left/up instead of forward/right/up): just a matter of
watching the sign. This avoids even more trig calls (flag models in
qw).
o This paves the way for merging brush entity surface rendering with the
world model surface rendering (the actual goal of this patch).
o This also paves the way for using quaternions to represent entity
orientation, as that would be a protocol change.
2011-12-15 17:09:01 +09:00
Bill Currie
f6ebb78140
More GL_Init_Common() cleanup.
...
Move the call to GL_Common_Init_Cvars() out of the block of check calls.
2011-12-15 17:09:01 +09:00
Bill Currie
51aaee5c3b
Put that OpenGL error message to rest.
...
The error was quite valid: setting GL_TEXTURE_MAX_ANISOTROPY_EXT to 0 is
incorrect. The problem was caused by the call to glTexParameterf being
before the gl_anisotropy cvar was initialized. Thus, move all of the setup
code in GL_Init_Common() to after all the checks and, more importantly,
after the call to GL_Common_Init_Cvars().
2011-12-15 17:09:01 +09:00
Bill Currie
da552e33e7
Remove execinfo checks.
...
It seems we no longer need it (if we ever really did).
2011-12-13 21:25:41 +09:00
Bill Currie
4b515a961b
Back out the fitzquake lerp changes.
...
That's not the direction I wish to take the renderer.
2011-12-13 17:01:15 +09:00
Bill Currie
b05be59ea0
Fix alias models in non-mtex fog.
...
It turns out that due to the way we do fullbrights, nothing special needs
to be done to get the fullbright texture blended with the model even when
fog is enabled.
2011-12-12 17:08:22 +09:00
Bill Currie
8e531a58c2
Get global fog working for multi-pass rendering.
...
For the world textures, anyway. Entity multi-pass rendering still needs to
be verified.
2011-12-12 17:08:22 +09:00
Bill Currie
206199652a
Fix a stray CFLAGS.
...
Should be AM_CFLAGS.
2011-12-10 20:45:33 +09:00
Bill Currie
c3d41326b3
Do key dest changing properly.
...
key_demo wasn't so well thought out. This seems to be much better (and nq
is known to be working nicely).
2011-12-10 16:14:25 +09:00
Bill Currie
16c8b2a18d
Use the new demo imt.
...
There are some problems with menus and the console messing up the key_dest
state (they assume console/menu or game, nothing else), but otherwise
things seem to work.
2011-12-10 15:18:50 +09:00
Bill Currie
3ae17e4d37
Fix a silly omission.
...
Must not check for IMT_MOD bindings when using IMT_CONSOLE etc.
2011-12-10 14:49:56 +09:00
Bill Currie
81a16c925b
Add IMT_DEMO for demo playback bindings.
...
This will allow special key bindings for use during demo playback without
interfering with normal keys.
2011-12-10 14:21:12 +09:00
Bill Currie
14d8e8669f
Rework the legacy bind/unbind commands.
...
in_bind_imt is now gone. I guess mercury was right in that it was a poor
design. However, it was (and still is necessary) to support "bind" and
"unbind". Now, instead, they work only with the IMT_MOD table. IMT_MOD sits
below IMT_0 in the imt hierarchy. If the key is not bound in IMT_0+, then
IMT_MOD will be checked. This way, "bind" and "unbind" can never mess with
a user's more sophisticated binding setup.
2011-12-10 13:56:02 +09:00
Bill Currie
49451eea80
Use the new menu/console bingings.
...
Now, the console toggle will always work (so long as the console is
toggleable in the first place).
2011-12-10 13:24:32 +09:00
Bill Currie
d9d56760e1
Add cvars to control the keys for menus and console.
...
The backquote is not always usable for toggling the console, and the new
bind system doesn't automatically bind a key to both game and console imts
(by design). Thus create a cvar that allows the "always works" console
toggle to be specified in eg $fs_globalcfg. While I'm at it, do one for the
menus, too.
2011-12-10 13:24:32 +09:00
Jeff Teunissen
361255cf31
Ruamoko: New math constants, some new math functions
...
Also, switch all of the math builtins functions we use from Rua to the
ones that accept and return floats, avoiding conversions to/from double.
2011-12-09 22:36:41 -05:00
Bill Currie
2edac1a438
Nuke a sprintf.
2011-12-08 22:16:59 +09:00
Bill Currie
1c82956dd7
net_udp.c FIONREAD fix from Ozkan Sezer.
...
net_udp.c: Fixed FIONREAD ioctl to take an int* argument instead of an
unsigned long*.
2011-12-08 21:50:55 +09:00
Bill Currie
8aa5a8139c
Split out the portal sanity tests.
...
With this, the portal code can be tested separately, including the freeing
of the portal information.
2011-12-08 14:59:35 +09:00
Bill Currie
f9877ce0e0
Add a function to free a hull's portal information.
2011-12-08 14:58:08 +09:00
Bill Currie
d3cf5c4b75
Beg for mmap access.
...
If the default sound device does not support mmap access, retry with
plughw. However, assume the user knows best and do not retry if snd_device
has been set to anything, including "default".
QF alsa support now works out of the box with pulseaudio.
2011-12-08 11:32:33 +09:00
Bill Currie
45288a1a7f
Fix the ghastly sound quality.
...
Due to quake's original sound engine using a push model, the actual place
to which the sound data should be written is not necessarily where the
"hardware" dma cursor is, but rather where the last write finished off.
Thus, the correct output location is indicated by snd_paintedtime rather
than snd_shm->framepos.
2011-12-08 11:02:19 +09:00
Bill Currie
fceed07d0b
Tidy up my diagrams.
2011-12-08 08:45:53 +09:00
Bill Currie
9f32004599
Add a fixme.
...
I've had enough of this for the moment, but I'm pretty sure the test needs
some more consideration, and I'll probably forget about it if I don't mark
it.
2011-12-07 17:27:13 +09:00
Bill Currie
2a27db146e
Use a bit of epsilon in trace_contents().
...
All tests pass again.
2011-12-07 15:35:19 +09:00
Bill Currie
66dffef936
Get trace_to_leaf working a little better.
...
I think the recursion decision needs a little more work, but this gets the
current tests working (though there's still a failure due to fp math).
2011-12-07 15:31:33 +09:00