Bill Currie
3669e3aa2e
Make alias model caching optional.
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For now, only the glsl loader disables caching, but it stores the frame
vertices in GL memory, so its hunk usage is relatively lower (and will be
lower still when I get skins sorted out).
2012-01-17 19:31:50 +09:00
Bill Currie
fb428f8067
Rename mod_flood.c to floodfill.c
2012-01-17 19:31:50 +09:00
Bill Currie
0abb8a7554
Merge the particle physics.
2012-01-15 20:14:36 +09:00
Bill Currie
ece78f7605
Clean out some useless functions.
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D_Start/EndParticles in the sw renderers will likely never have any
content, so no point in calling or even having them.
2012-01-15 09:34:10 +09:00
Bill Currie
e7b01bb6b6
Put the transparent color back to 0,0,0,0 rgba.
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Blended sprites were a tad ugly without that.
2012-01-14 22:20:23 +09:00
Bill Currie
c884ef5f80
Convert the colormap to a 2D palette.
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This skips one level of indirection in the alias model and brush shaders.
Hopefully, this will improve performance on my eeepc.
2012-01-14 21:42:42 +09:00
Bill Currie
928dd92276
Use 0.0 instead of 0.5 for t for palette lookups.
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I realized it's pretty silly using colormap + palette when I can just
combine the two into one and have a 2D palette. This is in preparation for
that.
2012-01-14 20:51:43 +09:00
Bill Currie
2425498479
Enable the view model.
2012-01-14 20:07:43 +09:00
Bill Currie
de022ae72d
Rewrite GL_LoadQuakeMipTex to generate mips itself.
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Relying on GL to generate mips for 8 bit textures doesn't produce nice
results. These aren't the greatest, either, but they're better.
2012-01-14 19:02:06 +09:00
Bill Currie
7739ba3ea9
Move the 2D set out of the 3D code.
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It really belongs exclusively in the screen setup code.
2012-01-13 19:51:45 +09:00
Bill Currie
f5f8b65c81
Fix the wonky viewsize border.
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2D mode wasn't getting set after rendering the world. oops.
2012-01-13 19:47:16 +09:00
Bill Currie
eb2e688c9e
Clean up some whitespace.
2012-01-13 19:46:52 +09:00
Bill Currie
617107f9c1
Perform some black magic.
...
}:>
2012-01-12 21:23:39 +09:00
Bill Currie
cbd13ac54e
Implement QuatExp and fix up QuatBlend's param names.
2012-01-12 21:22:06 +09:00
Bill Currie
ba1b819173
Merge skyid and skybox begin/end.
2012-01-12 17:34:29 +09:00
Bill Currie
6e2d625d36
Load the skybox faces into the correct cubemap slots.
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Quake and GL are rotated relative to each other, so care must be taken
when loading and rendering.
2012-01-12 15:13:19 +09:00
Bill Currie
f1eea0176c
Fix the too near far-clip plane.
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I don't know if I miss-copied that, or if there's a bug in FTE's code.
2012-01-12 13:41:06 +09:00
Bill Currie
a66fcb8448
Implement skyboxes.
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The texture assignments are incorrect, but it's otherwise working.
2012-01-12 11:05:34 +09:00
Bill Currie
8bcef272e6
Render the id skys :)
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Wow... smooth.
2012-01-11 21:26:12 +09:00
Bill Currie
7ba7130f42
Load the sky texture as two separate textures.
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The sky texture is normally 256x128, with each 128 wide side being the two
layers of the sky.
2012-01-11 21:09:57 +09:00
Bill Currie
b43d03a98b
Let the render specific texture loader decide on sky texture loading.
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This is necessary to allow the glsl texture loader to process the sky
textures.
2012-01-11 21:08:04 +09:00
Bill Currie
f6f2e4f406
Create and load the id sky shader.
2012-01-11 16:02:20 +09:00
Bill Currie
89ae6eca8b
Even better?
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It's difficult getting the same result because GL st are 0-1 but sw quake's
st are 0-inf % 64.
2012-01-11 07:51:15 +09:00
Bill Currie
5dbf913d41
Get the turbulence more correct.
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This looks right, and should be easier to tweak.
2012-01-11 06:38:27 +09:00
Bill Currie
d2dae4cc58
Produce a saner turbulence.
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I'm not quite sure it's right. Need to watch sw's turb a bit more.
2012-01-10 21:11:21 +09:00
Bill Currie
3508972d66
Draw water surfaces... with some really funky turbulence.
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It seems I misunderstood the sw turbulence code.
2012-01-10 20:50:47 +09:00
Bill Currie
e38d72f50b
Get brush entity rendering working.
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Unfortunately, the intel driver on my eeepc doesn't like the mipmas for
plat_top2 or +2floorsw. If I either don't load their mipmaps, or skip
drawing them, things seem to work nicely.
2012-01-10 13:06:02 +09:00
Bill Currie
3326aceed8
Rewrite the texture chain index list building.
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It turns out my complicated plan was just that: complicated. Although there
are currently some bugs, the method I used to build the VBO in the first
place will work equally well for building the index lists.
2012-01-09 21:16:08 +09:00
Bill Currie
754dda92ff
Get the lightmap texture properly.
2012-01-09 21:13:40 +09:00
Bill Currie
ef311b60d6
Remove a now dead function.
2012-01-09 18:55:30 +09:00
Bill Currie
2b45cd693f
Fix the black overbright dlights.
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t was unsigned and underflowing. This fixes the problem but keeps the
bitshift unsigned clean.
2012-01-09 18:05:41 +09:00
Bill Currie
310ba49f17
Make the dynamic lightmaps... dynamic.
2012-01-09 16:46:20 +09:00
Bill Currie
0005c97865
Temporary weaks so things look halfway decent.
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GL mipmaps and paletted textures don't mix, and lightmaps work quite well
with linear sampling.
2012-01-09 16:26:28 +09:00
Bill Currie
12fd6bd390
Fix the segfault on map change.
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I had forgotten to call R_ClearTextures when I'd rearranged the code.
2012-01-09 10:16:54 +09:00
Bill Currie
cd91fe7c8d
Set the pixel unpack alignment to 1.
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4 hours chasing that one down. ouch.
2012-01-09 02:18:39 +09:00
Bill Currie
8779755e9c
Dump allocated rects for glsl_scraps BLAH.
2012-01-09 01:31:29 +09:00
Bill Currie
f658e6c32e
Initialize d_lightstylevalue.
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"Let there be light!", but chaos still reigns (broken lightmap updates).
2012-01-09 01:30:26 +09:00
Bill Currie
1229d24ef6
Get world rendering mostly working.
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Just some problems with lightmaps. There also seem to be some issues with
seams (t-junctions?) and far clip, but they're quite separate.
There's also a problem with a segfault when loading a second map.
2012-01-08 22:09:51 +09:00
Bill Currie
7428a91526
Try, but fail, to render the world.
2012-01-08 20:39:36 +09:00
Bill Currie
ea377b80c5
Remove some redundate statements.
2012-01-08 20:38:56 +09:00
Bill Currie
f8d7bcf271
Rename R_RecursiveWorldNode to R_VisitWorldNodes in gl.
2012-01-08 18:16:33 +09:00
Bill Currie
6abaa5ea74
Build the display list for all loaded brush models.
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The entire vertex set from every model is put into one list (not yet
uploaded). chains of elements arrays are build for non-instanced models
(instanced models will have their chains built each frame).
2012-01-08 17:45:44 +09:00
Bill Currie
fa82c37bd0
Pre-invert subpic->size.
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I forgot to do this earlier :/
2012-01-08 17:44:28 +09:00
Bill Currie
601cc6e3d1
Make a start on bsp rendering.
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Still nothing being rendered: still in the process of building the display
lists, but I'm making good progress. Get this into git before something
goes wrong :)
2012-01-08 10:29:38 +09:00
Bill Currie
ec7d01f9b2
Merge out R_TextureAnimation.
2012-01-08 10:21:08 +09:00
Bill Currie
655252a506
Fix some warnings.
2012-01-07 23:11:56 +09:00
Bill Currie
aa27a3f49c
Load bsp model textures as repeating mipmaps.
2012-01-07 18:05:54 +09:00
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.
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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.
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Now just to get surface rendering going and hook in the lights.
2012-01-07 14:53:23 +09:00