Bill Currie
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bf309fb554
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split the sprite and alias model rendering code out from gl_rmain.c into
their own files.
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2001-10-23 17:20:56 +00:00 |
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Bill Currie
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b5341f0d13
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we now compile and link with -fno-common. this cleans up the multiple,
uninitialized declarations of variables.
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2001-10-23 16:55:23 +00:00 |
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Bill Currie
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b3914eeaaa
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elimination of bare printf (with some exceptions) from libs: Sys_Printf is
used instead
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2001-10-18 16:42:14 +00:00 |
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Bill Currie
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460a270a54
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fix some init order issues brought up by the new gl_funcs.c code.
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2001-10-15 19:06:22 +00:00 |
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Bill Currie
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fd25261ab3
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hopefully better win32 dynamicly loaded gl support. if nothing else,
gl_funcs.c is easier to read :)
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2001-10-15 18:24:30 +00:00 |
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Bill Currie
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49fe4e9f05
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fix a misplaced s&r
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2001-10-11 06:54:29 +00:00 |
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Ragnvald Maartmann-Moe IV
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1674e6a763
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Clean up of models that are always fullbright.
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2001-10-10 05:00:30 +00:00 |
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Ragnvald Maartmann-Moe IV
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db87121c2b
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Whitespace.
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2001-10-10 04:59:43 +00:00 |
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Ragnvald Maartmann-Moe IV
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9cc671e6d2
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Try #2.
Change r_maxparticles from short to unsigned int.
Make MAX_DLIGHTS into a cvar, r_dlight_max that sets the unsigned int r_maxdlights.
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2001-10-09 20:35:17 +00:00 |
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Ragnvald Maartmann-Moe IV
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24e80b21d4
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Whitespace. Hiding commented out code is bad.
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2001-10-06 01:14:23 +00:00 |
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Ragnvald Maartmann-Moe IV
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d657a590b5
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Clean up extern functions, update noise_diamondsquare to match LordHavoc's fractalnoise.
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2001-10-06 00:39:22 +00:00 |
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Ragnvald Maartmann-Moe IV
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8afd4a870e
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Revert an optimization that impacts legibility more than performance.
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2001-10-06 00:31:57 +00:00 |
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Ragnvald Maartmann-Moe IV
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9daba0eef7
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GL string and character rendering speed up and clean up.
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2001-10-05 19:01:57 +00:00 |
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Ragnvald Maartmann-Moe IV
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72b198d650
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Minor cleanup.
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2001-10-05 18:55:40 +00:00 |
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Bill Currie
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a1d2cf3532
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duplicate file name cleanup and make dist works
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2001-10-03 17:50:36 +00:00 |
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Bill Currie
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95d3600452
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fix skybox/skydom map vis issues. I hope this works on all drivers.
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2001-10-03 02:51:30 +00:00 |
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Bill Currie
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c3735506c7
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hey, I think this one is going to work!!!
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2001-10-03 00:07:01 +00:00 |
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Bill Currie
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081a44e5bc
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this works a smidge better
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2001-10-02 23:13:54 +00:00 |
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Ragnvald Maartmann-Moe IV
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256f6e94c1
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Broken attempt at cleaning up Makefile.am's, for taniwha's perusal.
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2001-10-02 22:02:10 +00:00 |
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Bill Currie
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4699bf6d5b
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files under inclue/QF are not allowed to include files from include (eg,
including config.h is a nono).
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2001-10-02 21:14:11 +00:00 |
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Ragnvald Maartmann-Moe IV
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9c778bb539
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Minor tweak of lightning sparks and teleport appearances, fix brief breakage of gl_sky_clip 1 & 2 with skyboxes.
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2001-10-02 09:11:20 +00:00 |
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Ragnvald Maartmann-Moe IV
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9c21edc6d0
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Whitespace.
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2001-10-02 06:58:44 +00:00 |
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Ragnvald Maartmann-Moe IV
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820fcbb8d2
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R_Mirror-related cleanups, and some whitespace.
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2001-10-02 06:13:22 +00:00 |
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Ragnvald Maartmann-Moe IV
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5e6f77cddb
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Instead of glEnable/glDisable (GL_ALPHA_TEST) pairs for every sprite rendered, let's do it once for the entire sprite loop. Minor hit when there are no sprites, but 2+ it's a gain. Better worst case, rather than better peak performance.
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2001-10-02 01:48:51 +00:00 |
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Ragnvald Maartmann-Moe IV
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63ac10dfde
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Clean up glDepthFunc and glDepthRange so it's properly initted, and not set needlessly every frame.
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2001-10-02 00:01:05 +00:00 |
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Ragnvald Maartmann-Moe IV
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4b3c4e1eaf
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Whitespace.
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2001-10-01 21:52:05 +00:00 |
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Jeff Teunissen
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e892131af5
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Rename gl_libgl to gl_driver, nuke the last of the HAVE_GLX references,
and default gl_driver to OPENGL32.DLL on Win32.
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2001-09-28 07:41:38 +00:00 |
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Bill Currie
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b1f4a778f9
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the rcsid commit from hell }:>
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2001-09-28 06:26:31 +00:00 |
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Jeff Teunissen
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31b6da027c
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The video version. This WILL break QW and NQ until my next commit.
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2001-09-28 05:33:58 +00:00 |
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Jeff Teunissen
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be9ee170d6
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Okay, the GL renderer lib is fixed up.
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2001-09-27 21:47:47 +00:00 |
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Ragnvald Maartmann-Moe IV
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bd1465ef3e
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Make blood puffs a little less ridiculously large and not overly dense.
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2001-09-27 06:52:38 +00:00 |
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Ragnvald Maartmann-Moe IV
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35b767cd21
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Remove scaling from R_RunParticleEffect, and make blood puff size variable in qw.
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2001-09-27 03:09:24 +00:00 |
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Ragnvald Maartmann-Moe IV
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2941c07b0a
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Add small cyan light to lightning impacts. And restore particle direction use in nq. Greatly improves blood effects.
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2001-09-27 00:43:46 +00:00 |
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Ragnvald Maartmann-Moe IV
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5330fd5651
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Whoops.
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2001-09-24 18:03:36 +00:00 |
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Ragnvald Maartmann-Moe IV
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e2f14519fb
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Merge world.h. Also reduced smoke particle textures from 8 to 1, a considerable speedup through reduced texture thrash...
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2001-09-24 17:52:13 +00:00 |
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Ragnvald Maartmann-Moe IV
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bb6796247c
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Kill r_particles->int_val testing in gl particle engine. Also merge a bit down to r_part.c/r_cvar.c. Properly declare cl_max_particles (how the heck was it working when only ever declared as exter cvar_t *cl_max_particles?).
Should be a minor speedup for gl, definitely a code cleanup.
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2001-09-22 02:37:45 +00:00 |
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Ragnvald Maartmann-Moe IV
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fc1ab9640e
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r_numparticles is now r_maxparticles. Ah, the joy of sane variable names.
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2001-09-19 18:07:09 +00:00 |
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Ragnvald Maartmann-Moe IV
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8af9c2321d
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Larger lightning sparks, and more importantly, cull particles more efficiently when bumping into max. R_LavaSplash and R_TeleportSplash need work, though.
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2001-09-18 23:22:57 +00:00 |
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Ragnvald Maartmann-Moe IV
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d3e8e4ed11
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Sparks and a little smoke from TE_LIGHTNINGBLOOD.
And kill R_RunGunshotEffect.
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2001-09-17 01:48:52 +00:00 |
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Ragnvald Maartmann-Moe IV
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a7d8e2c0ea
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TE_EXPLOSION2 now does colored lighting. And spark showers brightened up a bit. Sparks all yellow now, none of the weird dingy grey ones. ;)
|
2001-09-16 20:07:28 +00:00 |
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Ragnvald Maartmann-Moe IV
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431ac4eedb
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Convert particles to use byte colors instead of float. Roughly breaks even on Mesa on my machine. Should be a speedup under other drivers.
|
2001-09-14 12:11:54 +00:00 |
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Bill Currie
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8ca44af043
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fix a bug in the handling of case m (see skybox.fig)
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2001-09-10 00:57:11 +00:00 |
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Ragnvald Maartmann-Moe IV
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7af79b96ec
|
Lots of whitespace, header cleanups, and a few tiny optimizations.
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2001-09-09 21:41:35 +00:00 |
|
Bill Currie
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8a959d157b
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put my sky debug code back in (enabled for now)
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2001-09-09 21:27:09 +00:00 |
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Ragnvald Maartmann-Moe IV
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28fe1dc004
|
Tweak rocket trails. Uglier, but don't bog down rocket snipers. Also a couple tiny optimizations and cleanups.
|
2001-09-09 19:37:07 +00:00 |
|
Bill Currie
|
05f489735e
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code cleanups and possibly minor optimisations
|
2001-09-07 21:15:08 +00:00 |
|
Bill Currie
|
c762151df6
|
comment on the code duplication for the texture resamplers
|
2001-09-07 17:12:02 +00:00 |
|
Bill Currie
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ffd9e727a8
|
roll the skin resampling loops back up
|
2001-09-07 17:05:56 +00:00 |
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Ragnvald Maartmann-Moe IV
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0d0e570676
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Small particle trail speedup/legibility/flexibility improvement, at price of redundant code in sw/sw32. Tradeoffs. *sigh*
|
2001-09-07 05:37:11 +00:00 |
|
Bill Currie
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d7675ada7a
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move the particle count multiplication out of the renderer and into the clien
(for blood and gunshot, anyway).
|
2001-09-06 05:41:15 +00:00 |
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