Bill Currie
5062930bad
bit more cleanup and some documentation
2006-12-03 06:25:57 +00:00
Bill Currie
7bca4cf8af
clean up the draw interface a bit
2006-12-02 10:07:08 +00:00
Bill Currie
3fb03fc2be
hah, should have been using __attribute__((used)) all that time (rather
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than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
8a237169c3
patches to allow for multiple view ports
2004-05-07 03:54:35 +00:00
Bill Currie
a97b722d7b
get the placement of the nice crosshairs right. make cs_data a square to
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avoid weird mapping effects
2004-02-14 00:18:22 +00:00
Bill Currie
f34335a0c9
provide a builtin to draw a crosshair.
2004-02-13 23:16:33 +00:00
Bill Currie
4cabb40303
break the crosshair draw code into separate functions and give sw and sw32
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crosshair 3
2004-02-13 22:16:53 +00:00
Bill Currie
9784ba5954
Grievre's gamedir callback patch to fix mangled sounds on gamedir change
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plus a couple minor tweaks I notcied needed doing.
2004-02-03 03:01:06 +00:00
Ragnvald Maartmann-Moe IV
dc84232079
Whitespace, remove misleading .png extension from external conchars loader.
2003-09-20 04:29:42 +00:00
Bill Currie
d699926e6f
external conchars patch from DrSpliff
2003-09-19 06:22:02 +00:00
Bill Currie
2b5a3753ca
nuke QF/texture.h moving it's contents into QF/image.h (yay, finally, a
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real home for tex_t:)
2003-09-04 18:59:39 +00:00
Bill Currie
39ed540979
LoadImage is now used for all external textures giving almost transparent
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.png and .tga support.
2003-09-04 18:46:59 +00:00
Bill Currie
6063fb75d9
make the console run at full speed no matter what demo_speed is at. what a
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lot of work for such a simple concept :P
2003-07-25 22:21:47 +00:00
Bill Currie
ba3601685c
wad pics don't have extensions (plugs a buffer underflow hole)
2003-05-16 19:44:25 +00:00
Brian Koropoff
dd0332632e
Make gcc2 stfu.
2003-05-15 04:37:00 +00:00
Brian Koropoff
e2061095a6
Fixed .tga loading for GL targets. SW targets still need work in all
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likelyhood.
2003-05-14 21:08:43 +00:00
Bill Currie
eb099ae0d3
make qf gcc 3.3 clean
2003-04-17 00:01:48 +00:00
Ragnvald Maartmann-Moe IV
6c7701a38b
Prevent bad gl_max_size settings from causing buggy drivers to freak out.
2003-03-24 20:21:24 +00:00
Bill Currie
6a687f5e45
rename all the globals in quakefs.[ch] to be QFS_* or qfs_*
2003-02-14 19:46:07 +00:00
Bill Currie
761a7546dd
re-arrange things so __attribute__ and __builtin_expect are properly
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autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00
Bill Currie
8a2fbf43a7
alphageek's crosshair patch modified so it's crosshair 3 (need to port this
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to the sw renderer's:/)
2003-01-03 03:36:45 +00:00
Bill Currie
9f6f50699d
remove vid_basepal, creating vid.palette (current palette) and host_basepal
2002-09-10 03:51:10 +00:00
Bill Currie
ec47e08e1c
go back to using QFile, quakeio.h and quakefs.h
2002-08-27 07:16:28 +00:00
Bill Currie
cbde41c669
damnit!
2002-08-08 04:41:41 +00:00
Bill Currie
3baec9e856
clean out the dead mtex code
2002-08-08 04:27:49 +00:00
Ragnvald Maartmann-Moe IV
10c3f91a24
Revert taniwha's broken-radeon workaround.
2002-08-03 07:07:00 +00:00
Bill Currie
9c08f5b169
fix a typo that caused weirdness with the lerping
2002-08-03 06:13:35 +00:00
Ragnvald Maartmann-Moe IV
85c7e43aef
Split lightmaps off from surface drawing.
2002-07-23 19:57:47 +00:00
Ragnvald Maartmann-Moe IV
a49177c605
Merge a few more lines into queue_character, and prepare for optimizing gl Draw_nString.
2002-06-28 17:47:26 +00:00
Ragnvald Maartmann-Moe IV
c25cfe6c9e
A couple extra glFinishes a frame just aren't good for performance, even if they are a handy workaround for taniwha's text rendering bug...
2002-06-18 15:40:30 +00:00
Bill Currie
1486c97b8f
move the vertex setup and va flushing code into inline functions, killing a
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lot of duplicate code. Performance is not harmed :)
also some whitespace
2002-06-18 04:13:46 +00:00
Ragnvald Maartmann-Moe IV
942bf55c06
Flush console text before rendering menus, and a tiny optimization to fullscreen blend rendering in GL.
2002-06-13 22:51:43 +00:00
Ragnvald Maartmann-Moe IV
10d7d17fcc
Use vertex arrays for text. Another 1-3% speedup.
2002-06-13 05:24:52 +00:00
Bill Currie
6767d6bfa0
win32 compile fixes
2002-01-19 20:45:45 +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
Bill Currie
6132049bf4
gl_draw.c: whitespace
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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
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:
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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
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
4f2f686834
r_netgraph_alpha works again
2001-11-30 03:51:43 +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
9daba0eef7
GL string and character rendering speed up and clean up.
2001-10-05 19:01:57 +00:00
Bill Currie
b1f4a778f9
the rcsid commit from hell }:>
2001-09-28 06:26:31 +00:00
Ragnvald Maartmann-Moe IV
431ac4eedb
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
Ragnvald Maartmann-Moe IV
65c526c057
Some minor cleanups, and lots of particle effects tweaks.
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Less blinding rocket trails is probably the most noticable change, other than a nice speedup in nq timedemos. Little change for overkill, though. Aw...
2001-09-04 10:32:51 +00:00