Commit Graph

268 Commits

Author SHA1 Message Date
Ragnvald Maartmann-Moe IV b7900a2c43 Undo snax's order of operation breakage, and fix the typo that broke lightmap merging for r_lightmap_components 1.
The real problem with greyscale lighting, is in brush model loading. It'll probably take me a while to sort it out, since taniwha didn't get to it before taking off for the weekend. Sorry...
2002-05-25 15:01:23 +00:00
Brian Koropoff 11a14c077e Small order-of-operations fix. 2002-05-24 23:32:34 +00:00
Ragnvald Maartmann-Moe IV 2fe76b39e7 Smarter lightmap handling code. Still considerable optimization possible, at expense of duplicate code. 2002-05-24 17:12:41 +00:00
Brian Koropoff ee5d0b7a99 Added r_farclip to control the far clipping plane. 2002-05-20 05:11:12 +00:00
Bill Currie 6a5bbf6f0a memory allocation checking cleanup 2002-05-14 06:37:28 +00:00
Bill Currie 44dcf74627 strip the \n from all(?) of the Sys_Error calls (Sys_Error itself will be
adding \n).
2002-05-14 06:12:29 +00:00
Bill Currie 44f9700ed2 two spelling correctsions are remove a redundant VectorCopy 2002-04-30 16:37:11 +00:00
Brian Koropoff ff901a312f Added argument-list functions to EXP with trig and inverse trig functions
to start.  More will follow.  Switched to doubles from floats and allowed
numbers with exponents to be parsed properly.  Also changed the number of
significant digits printed to 10.  Changed fov so it is now capped at 1,
not 10.  The float value of fov is now used instead of int, so more
precision can be attained at small values.
2002-04-28 08:30:54 +00:00
Jeff Teunissen 5b069de40c Redo r_wateralpha so that it doesn't force its value based on the watervis
serverinfo. Instead, create a new cl_wateralpha float variable that is set to
r_wateralpha->value in Host_Frame, and use that float during rendering.
2002-04-25 12:51:04 +00:00
Jeff Teunissen a4f3973ef1 Add multitexture support for Alias models, and disable the multitexture
support for BSP models, until they can be fixed. gl_multitexture should now
actually be a speedup!

NOTE: Some OpenGL implementations have trouble with the texture function
used. 3Dfx Voodoo 1/2 are known to have this trouble. I don't know how to fix
this, or even if it can be fixed. :/
2002-04-16 16:51:35 +00:00
Chris Ison 347cdc5e33 some small performance optimizations with textures and animations 2002-04-15 03:26:08 +00:00
Bill Currie 51805ebd92 nothing much, just give wildcode a 30% speed boost. Basicly, stop binding
a texture for every single brush poly: due to texsort, they will come in
batches.
2002-03-16 09:25:06 +00:00
Bill Currie 1d420edcd0 start work on instrumenting GLstub.so 2002-03-11 23:55:50 +00:00
Bill Currie 26d7463be7 the majority of raptor's sgi build patch. I'll look at the last two bits
(server.c and vid_sdl.c) later.
2002-03-03 06:03:51 +00:00
Bill Currie 2f62b744fa After an interesting discussion with Lordhavoc, make the GPU do more work in
the background. This is achieved by doing only a (qf)glFlush at the end of
the frame, doing the inter rendering-frame processing (ie, client frame
processing), glFinish, glXSwapBuffers, then starting the next frame. I've
changed the glFinish call in SCR_UpdateScreen to glFlush and the glFlush
call in GL_EndRendering to glFinish because there's no point in calling
glFinish followed by glFlush. Also, SwapBuffers should always be precedded
by glFinish rather than just glFlush (in Lordhavoc's experience). The
GL_EndRendering at the end of SCR_UpdateScreen got moved to the beginning.
2002-02-27 05:22:21 +00:00
Bill Currie 6767d6bfa0 win32 compile fixes 2002-01-19 20:45:45 +00:00
Bill Currie c86c5a78bf finally, the client console is merged 2002-01-16 21:53:42 +00:00
Seth Galbraith 0dcfc6dfb4 load tga versions of .lmp files if present 2002-01-16 01:59:05 +00:00
Seth Galbraith 9c1969146c cleanup, implemented tga loading for gfx.wad files 2002-01-15 21:05:34 +00:00
Seth Galbraith 5f4c7ee7bd implemented VP_PARALLEL_UPRIGHT - ask about my Mighty Oak 2002-01-11 03:00:32 +00:00
Seth Galbraith 7dc5b587f8 also try to load skies from gfx/env as darkplaces does 2002-01-11 01:26:21 +00:00
Bill Currie 6132049bf4 gl_draw.c: whitespace
draw.c: (both sw and sw32) fix Draw_nString to be similar to gl_draw.c
2002-01-10 20:19:22 +00:00
Chris Ison 859c18dc07 tidy up Draw_String calls and switched to Draw_nString were needed 2002-01-10 03:54:00 +00:00
Chris Ison 6073ff8d58 added Draw_nString for displaying a non \0 terminated string 2002-01-09 21:20:22 +00:00
Bill Currie 72d6f34dc8 first step to using a saner internal represnetation for the high precietion
models.
2002-01-07 06:32:46 +00:00
Bill Currie 14fb289f2f duplicate GL_GetAliasFrameVerts so 16 bit alias models don't cost so much
even when they aren't being used.
2002-01-07 03:46:56 +00:00
Bill Currie b582a02aff fix the broken lighting for unlerped verteces 2002-01-07 01:05:44 +00:00
Ragnvald Maartmann-Moe IV 097ff0006f Rearrange vertex order in quads. 2002-01-06 22:43:51 +00:00
Ragnvald Maartmann-Moe IV aa36ebf6e4 Little bit of whitespace cleanup. 2002-01-05 19:03:36 +00:00
Seth Galbraith cb6ef3e225 putting if outside the for loop should speed things up 2002-01-05 16:53:43 +00:00
Seth Galbraith ac5b6823c6 high precision model rendering in GL 2002-01-05 16:20:38 +00:00
Ragnvald Maartmann-Moe IV a18fdbca68 Minor clarification in pt_fire ramp aging, plus reduce VectorScale use in fixed distance trails from once per particle to once per trail. 2002-01-05 07:23:23 +00:00
Ragnvald Maartmann-Moe IV b13efc3a83 Particle updates. Some cleanups, small speedups, and reimplement id's effects. r_particle_styles 0 to see id's effects. 2002-01-04 03:32:59 +00:00
Ragnvald Maartmann-Moe IV 07fb841a49 Whitespace, mark a 1 line function as inline. 2002-01-04 03:25:30 +00:00
Bill Currie 9312681182 some more const correctness (in gl_sky_clip.c) and make the sky poly debug
drawing avialable via the gl_sky_debug cvar.
2002-01-03 18:18:45 +00:00
Bill Currie 013f503738 start getting const-correct on vec3_t params 2002-01-03 05:29:38 +00:00
Bill Currie c68da1f299 o split up GL_DrawAliasFrame so it's normal (ie, not fullbright) pass only
creating GL_DrawAliasFrame_fb to do the fullbright pass. This removes
    the if (fb) tests.
 o  move the DepthMask setting for modelalpha != 1.0 out of
    GL_DrawAliasFrame* into R_DrawAliasModel to reduce potential GL state
    changes.
 o  minor comment cleanup/corrections
2002-01-02 19:23:09 +00:00
Bill Currie 3cfd2c0a8e make GL_DrawAliasShadow use the data calculated by GL_GetAliasFraveVerts so
shadows don't cost as much when lerping is enabled.
2001-12-30 04:16:25 +00:00
Bill Currie ee9ed0c395 minor cleanups 2001-12-21 21:52:03 +00:00
Bill Currie 7f9e5755fb go back to my clever code (with the bug fixed this time:P). Hey, if it's
still broken, we can always revert it again ;) (NOT!)
2001-12-21 20:56:54 +00:00
Bill Currie 168d3aa308 tiny speedup to texture uploads 2001-12-21 20:12:51 +00:00
Bill Currie 825b02ad87 minor speedup to skybox loading ;) 2001-12-21 06:07:30 +00:00
Ragnvald Maartmann-Moe IV 010ca032a5 Allow arbitrary power of 2 sizes for tga texture loads, reduce memory footprint needed to load rgb tgas. Speed load of non-RLE tgas.
Some slight code sanity improvements.
2001-12-21 01:41:19 +00:00
Bill Currie ec44f037c1 remove the obsolete z buffer prototype code 2001-12-20 05:16:59 +00:00
Ragnvald Maartmann-Moe IV 018481b1ac Might as well allow gl_affinemodels to affect the viewmodel as well... 2001-12-19 20:15:38 +00:00
Ragnvald Maartmann-Moe IV e78bdb3ea6 Fix failure to free cache for non-shadowed stuff (lightning, grenades, etc).
Also a minor speedup (only mess with glHints once per frame, instead of dozens of times).
2001-12-19 18:32:26 +00:00
Ragnvald Maartmann-Moe IV c764ddc64a Just a massive speedup to gl particles. Enjoy.
(Thanks to LordHavoc for prodding me to use glDrawElements, and munge all the particle textures into 1. Code mine, suggestions his)
2001-12-19 04:03:57 +00:00
Bill Currie 5d643c2483 tiny optimisation to GL_GetAliasFrameVerts 2001-12-18 05:50:57 +00:00
Chris Ison 73f9c3aaa5 some minor tidy/speed up 2001-12-18 03:59:37 +00:00
Chris Ison 1c26723864 changed int to an unsigned int 2001-12-17 23:41:58 +00:00
Chris Ison db71398238 removed row and col usage from Draw_Character 2001-12-17 23:10:00 +00:00
Bill Currie b3843f7f5b draw.h:
remove dead Draw_TransPic prototype
draw.c:
	really don't draw spaces in Draw_AltString
2001-12-13 19:13:22 +00:00
Ragnvald Maartmann-Moe IV f66b7a93e5 Major particle interface cleanup, several bugfixes, and minor performance improvements. Oh, check out "/help easter_eggs" (gl-only, at the moment). 2001-12-11 22:37:30 +00:00
Ragnvald Maartmann-Moe IV e9690c8ee9 Whitespace. 2001-12-11 20:36:23 +00:00
Ragnvald Maartmann-Moe IV d4a8224d9b Change hudswap to use a callback, and instead of passing a swap variable to 10 functions, where only 2 use it, use a global variable. Make a few scr functions static inline, too. Got a totally unexpected ~0.45fps speedup. 2001-12-09 14:05:30 +00:00
Bill Currie b52606aed2 *sigh* Turns out id didn't feel like fixing the bugs in progs so don't blat
out frame errors under normal circumstances.
2001-12-08 20:58:09 +00:00
Bill Currie 52b0c8f3fc how me a repeatable bug and I'll show you a dead bug }:>
(this fixes the "Cache_Free: not allocated" crash)
2001-12-04 17:46:42 +00:00
Bill Currie 9bf575d081 several little tweaks that more than make up for the reversion of low-copy 2001-12-03 08:46:56 +00:00
Bill Currie 4f2f686834 r_netgraph_alpha works again 2001-11-30 03:51:43 +00:00
Ragnvald Maartmann-Moe IV dea0a2c08d Whitespace. 2001-11-25 08:00:16 +00:00
Bill Currie 1cdf7fa55f clean up the math for id skys a little. doesn't fix the sillyness, but that's
caused by the deliberate texuture wrapping and I think gl isn't coping well
with that when the texture coords wind up getting swapped due to the wrap.
2001-11-25 07:41:17 +00:00
Bill Currie e99b422628 extinguish gl_fires. it's semi-broken, generally nasty (code wise) and
kinda tacky. also results in a slight speed boost:)
2001-11-25 06:24:26 +00:00
Ragnvald Maartmann-Moe IV 4d406337b6 Move gl_fires into gl, where it belongs.
Also some small cleanups in particles.
Brighten grenade smoke a tiny bit, so it's not so invisible in the typically dark quake areas.
And some minor cleanups to water rendering.
2001-11-24 08:21:07 +00:00
Ragnvald Maartmann-Moe IV 405e8fffc9 Whitespace. 2001-11-24 08:16:43 +00:00
Ragnvald Maartmann-Moe IV 2c8d802935 Whitespace. 2001-11-24 08:08:44 +00:00
Bill Currie 61382f4967 make absolutely certain skin->fb_texture is 0 if there are no fb pixels in
the skin texture.
2001-11-21 08:26:21 +00:00
Bill Currie 7d14013041 fix many, many bugs in the alias skin loading, transforming and rendering
code. This fixes blather's `melted models' (sw), the nq alt player model
skins (gl), the arbitrary limits on skins and skin groups in gl, and the
incorrect timing of group skins (animated) in gl.
2001-11-21 08:14:05 +00:00
Ragnvald Maartmann-Moe IV 3f79367865 Minor rendering cleanup, also may help rendering speed when r_wateralpha = 1, by playing with draw order. 2001-11-20 09:41:15 +00:00
Ragnvald Maartmann-Moe IV b836566a3d Fix particle physics bug with blob2 particles.
(thanks to taniwha for pointing out half of the fix I was missing)
2001-11-20 08:31:27 +00:00
Bill Currie 5dab7ccaf7 precalculate smoe model specific info (wether the whole model is fullbright,
if it should have shadows, whether it should be scaled/translated (gl eyes),
and the minimum lighting (player)). give a 1.9% speedup in null renderer.
2001-11-20 08:02:35 +00:00
Ragnvald Maartmann-Moe IV b69e372589 Whitespace. 2001-11-20 06:57:31 +00:00
Chris Ison 5c26b54697 remove smoke I added thismorning 2001-11-15 23:36:14 +00:00
Chris Ison 0e5262c2ea colored explosion smoke 2001-11-15 20:53:23 +00:00
Bill Currie 267e51eaaf while cute, cl_surprise is just way too expensive when gains are measured in
fractions of a percent, and a loss is 3%.

I hate doing this sort of thing :(
2001-11-15 01:37:57 +00:00
Chris Ison 8d50c8ea47 added cl_surprise cvar for easter eggs 2001-11-14 21:46:50 +00:00
Chris Ison c72e2ef324 re-enable 8bit textures 2001-11-14 21:01:10 +00:00
Bill Currie d168a3daee this should remove the requirement for gmake on bsd systems 2001-11-12 16:23:41 +00:00
Ragnvald Maartmann-Moe IV 1dfd2d4eaf More use of mathlib, and some small optimizations. 2001-11-09 18:51:33 +00:00
Ragnvald Maartmann-Moe IV 3d572df460 Bug fix (we weren't removing particles from the list until the frame after they died, which caused particle slots to be wasted).
Fix for a bug in particle trail pre-aging (sometimes created some 0 age particles).
And a couple small optimizations.
2001-11-09 12:09:46 +00:00
Ragnvald Maartmann-Moe IV 14aa428871 Switch to dot texture for sparks, and drop particle size. A little less cartoony effect. 2001-11-07 06:57:34 +00:00
Ragnvald Maartmann-Moe IV f2f8513141 Reduce number of rand() calls in teleport and lava splash effects. Also preserves entropy, and we all know how important that is! 2001-11-06 21:02:18 +00:00
Ragnvald Maartmann-Moe IV ceb307aead Cleanups, whitespace, convert some ints to unsigned int. Whee! 2001-11-06 05:06:37 +00:00
Ragnvald Maartmann-Moe IV 1c5701f51f Fix a few minor quirks with particle trails. 2001-11-06 04:42:17 +00:00
Ragnvald Maartmann-Moe IV 6af4eae1e5 Couple of cleanups (remove unused variables) and a small optimization. 2001-11-05 14:59:05 +00:00
Bill Currie dc779acdb5 build the texture chains such that they get rendered front to back. seems to
only get about 0.17% speedup in overkill (with just about every thing off),
but it might make more of a difference in-game.
2001-11-05 06:20:35 +00:00
Ragnvald Maartmann-Moe IV a856cbc413 Fix for r_lightmap_components 4 weirdness. 2001-11-04 20:58:46 +00:00
Ragnvald Maartmann-Moe IV a2ed608ee7 Some more small speedups.
Not entirely thrilled with R_BuildLightMap inside 'store:'. Macros are a pain to work around...
2001-11-04 16:57:47 +00:00
Ragnvald Maartmann-Moe IV dbb6e37bb7 Remove some unneeded variables.
Speed lightmap calculations up for r_lightmap_components 1.
Enough to give a 4.4% speedup to timedemo overkill.
Hint: int/float/int conversions are expensive.
2001-11-04 11:20:35 +00:00
Ragnvald Maartmann-Moe IV fd19f9332d Tiny comment cleanup 2001-11-04 08:50:16 +00:00
Ragnvald Maartmann-Moe IV de0b4f65fa modelalpha and currenentity cleanups. 2001-11-04 07:40:35 +00:00
Ragnvald Maartmann-Moe IV 961ea0b693 Move cshift render to before hud/text render, so that you can still read it while heavy cshift action is happening. 2001-11-03 07:50:57 +00:00
Ragnvald Maartmann-Moe IV e8b36b1a71 Remove unused R_CullBlocked. 2001-11-03 07:30:15 +00:00
Ragnvald Maartmann-Moe IV 08a211385f Optimize some redundant math out of the particle aging loop. 2001-11-02 21:12:09 +00:00
Ragnvald Maartmann-Moe IV 3958b4a4b3 Age particle trails based on position in trail, during creation. 2001-11-02 20:47:47 +00:00
Ragnvald Maartmann-Moe IV d1c115da05 Whitespace. 2001-10-30 19:58:01 +00:00
Bill Currie 00514d744e this should fix the skating statues 2001-10-29 19:38:20 +00:00
Bill Currie 85c9e0ab1e more externs cleaned up 2001-10-29 17:46:03 +00:00
Bill Currie 78a3e398d5 * taniwha gets medieval on extern 2001-10-28 04:23:37 +00:00
Ragnvald Maartmann-Moe IV 5afce455df Undo taniwha's debugging insanity.
If you want to test for injecting more particles than can fit in the list, particle_new is the right place for the test. It's even there already, just commented out.
2001-10-28 00:47:21 +00:00
Bill Currie 10d83e090a externs in .c files are evil, evil evil (ok, so I haven't cleaned these ones
out yet:P). This fixes the recent GL crash.
2001-10-27 22:27:32 +00:00