Bill Currie
616f094369
don't mangle the angle. no idea why it was there and it shouldn't normally
...
get there /anyway/
2005-04-27 08:07:09 +00:00
Bill Currie
63f9c77e11
d'oh
2005-03-06 08:25:30 +00:00
Bill Currie
1a1d461f0c
"debounce" (Despair's term:) focus handling in X. Seems multiple focusout
...
events can arrive when switching workplaces, but only one focusin when
returning. Not good...
2005-03-06 08:22:15 +00:00
Ragnvald Maartmann-Moe IV
b209e8607e
*grmbl*
2005-01-13 15:11:55 +00:00
Ragnvald Maartmann-Moe IV
b72a8755ca
Move pr_keys.c to console, fixes missing Key_Progs_Init symbol for dynamic
...
builds with automake 1.9.
2005-01-13 15:10:42 +00:00
Ragnvald Maartmann-Moe IV
ea2ff1070b
Whitespace, plus remove unused key_progs_init from keys.c
2005-01-13 14:44:57 +00:00
Bill Currie
23f71485d1
more tree recovering. This includes Despair's anisotropy support work.
2005-01-02 14:23:20 +00:00
Bill Currie
0bfac8dd88
win32 compile fixes
...
This is an imperfect revision of history.
2004-11-06 02:21:00 +00:00
Bill Currie
b95dce5deb
unlimited efrags :)
...
This is an imperfect revision of history.
2004-11-02 07:42:00 +00:00
Bill Currie
ca46503607
add -Wsign-compare (default for -Wall only in C++) and fix up the warnings
2004-07-13 19:14:01 +00:00
Bill Currie
b36569eb9f
grievre's patch to make entity minlight and fullbright fields work properly
2004-07-11 00:37:48 +00:00
Bill Currie
cefc6df98c
grievre's patch to trade (minor) frame rate for frame (non-)latency
2004-07-10 02:32:30 +00:00
Bill Currie
f2d7d97319
Grievre's fix for his weirdness when toggling fullscren. Thanks Grievre
2004-05-10 01:17:55 +00:00
Bill Currie
8a237169c3
patches to allow for multiple view ports
2004-05-07 03:54:35 +00:00
Bill Currie
4f71b39827
it seems glGetProcAddressARB is obsolete so check for glGetProcAddress first
2004-05-06 07:13:18 +00:00
Bill Currie
9ed9832789
bring back the alpha setting for dlights (finally found out what it was
...
for) and "fix" the wayward dlights in mvds: caused by svc_muzzleflash being
written before the player updates. Should probably fix properly that in the
server too.
2004-05-03 06:21:39 +00:00
Bill Currie
57ffcae9fe
remove some dead code
2004-05-03 04:52:00 +00:00
Bill Currie
fc4211c257
the rest of Grievre's lighting tweaks
2004-05-02 21:21:00 +00:00
Bill Currie
adf50949e2
slightly modified version of Grievre's fix for black models on an unlit map
2004-05-02 20:40:09 +00:00
Ragnvald Maartmann-Moe IV
f0d9008fa4
Swap normal/vertex order to match order they are accessed in during render.
...
Optimization from Grievre.
Also fix a minimum light clamping to actually be applied.
2004-04-28 20:27:11 +00:00
Bill Currie
1c0735d0c9
* taniwha mutters about end-runs (sorry, Grievre)
2004-04-28 04:07:50 +00:00
Bill Currie
785307fd9a
Grievre's lighting tweeks
2004-04-27 22:18:23 +00:00
Bill Currie
dd989c18ff
fix a braino
2004-04-16 04:21:16 +00:00
Bill Currie
1f9d75a7c7
add r_norefresh support to sw and sw32 and rename the console side of the
...
cvar to get around the evil in customtf
2004-04-16 03:24:10 +00:00
Bill Currie
b62f3c98d9
full path reporting when writing screenshots
2004-04-14 03:31:08 +00:00
Bill Currie
45c304ffc0
add a -novideo option to allow for headless operation
2004-04-13 02:13:35 +00:00
Bill Currie
969cf7ac66
make sure the mouse input updates properly when going from fullscreen to
...
windowed
2004-03-22 03:23:59 +00:00
Bill Currie
23e8ef1dd8
do the viewport forcing in configure_notify. fixes Grievre's uncentered
...
viewport
2004-03-22 02:16:41 +00:00
Bill Currie
4b33ba547a
don't know why the expose event was being waited for. doesn't seem to be
...
needed (now, anyway) when going windowed and causes lockup when starting
fullscreen
2004-03-21 20:21:57 +00:00
Bill Currie
7feaa3d631
Want for the mouse to move when going fullscreen before moving the
...
viewport. This should fix the uncetnered viewport when going fullscreen.
Also discard mouse events caused by fullscreen toggling to avoid chaning
orientation.
2004-03-21 05:21:27 +00:00
Bill Currie
0b808b0c49
so that's why you would want to use XMaskEvent... don't lose the FocusIn
...
and EnterNotify events when starting fullscreened
2004-03-21 00:34:24 +00:00
Bill Currie
60ca9854aa
dead code removal
2004-03-19 21:12:12 +00:00
Bill Currie
78fd6d2513
minor cleanup of window position handling. hopefully no more window off
...
screen issues (wait for ConfigureNotify instead of MapNotify on window
creation (ConfigureNotify gives us our window position)).
2004-03-19 20:24:26 +00:00
Bill Currie
9099baeb6d
minor cleanups preparing for an overhaul
2004-03-18 06:05:59 +00:00
Bill Currie
4f79d8ce0a
hopefully more correct surface marking for dlights
2004-03-17 04:53:10 +00:00
Bill Currie
6c1c39c4d2
don't fudge the maxdist by 0.75. no clue why that was done, but it was the
...
cause of the bogusly lit surfaces (not sure why, though. imaginary numbers,
maybe?). timedemo runs are a little more variable :/
2004-03-17 04:47:55 +00:00
Bill Currie
e24cbd75e0
M_BUTTON6 and M_BUTTON7. nuff said :)
2004-03-16 04:12:28 +00:00
Ragnvald Maartmann-Moe IV
509cd09491
Make nearer cloud layer speed more sane for skydomes.
2004-03-15 21:45:45 +00:00
Ragnvald Maartmann-Moe IV
6c6047ccb8
Fix from Grievre.
2004-03-15 21:44:56 +00:00
Ragnvald Maartmann-Moe IV
29502c8f5a
Lots of optimizations, particularly for GL state changes, and tweak lighting a
...
bit more.
Also a cleanup from Grievre: Use VectorIsZero in two places in gl_mod_alias.c.
2004-03-15 21:32:19 +00:00
Ragnvald Maartmann-Moe IV
1fe06c326b
More of my experimental GL lighting tweaks.
2004-03-11 01:03:51 +00:00
Ragnvald Maartmann-Moe IV
9cd16b8dfd
Grievre's lighting patch, plus some of my own changes.
...
My changes:
Emit normals if truform is enabled.
Attempt to avoid 0,0,0 normals (makes lighting & tesselation unhappy).
Fix some (ancient) apparent bugs in GetAliasFrameVerts16().
Clamp minlight, instead of adding it.
Apply colormod as glColor, rather than adding it to emission, to prevent QSG2
issues with fullbrights.
Rearrange init code, and don't go quite as wild with responsiveness to lights.
Material & lightmode settings will need tweaking & testing to work well on all
cards. Feedback needed there.
2004-03-10 08:14:38 +00:00
Chris Ison
68a1a50f1f
fix for gl_overbright init order bug, maybe Despair can come up with a better way
2004-03-08 18:42:42 +00:00
Ragnvald Maartmann-Moe IV
b7df0b5278
Remove gl_doublebright, remove fractional overbrights, clean up init a bit,
...
uglify init a bit. Stuff for taniwha to look at. Nothing to see here, move
along.
2004-03-07 23:51:29 +00:00
Bill Currie
cd1fc18ea4
gl_lightmap_subimage 2 now works, but only if using r_lightmap_components 4
...
(with dri, anyway, ymmv).
2004-03-05 21:53:34 +00:00
Bill Currie
37024a4419
final (?) cleanup of center printing. turns out there's no reason to keep
...
it in the renderer and every reason to pull it out (ok, some might
disagree:)
2004-03-02 03:55:18 +00:00
Bill Currie
39fc0fe721
more centerprint cleanup.
2004-03-02 00:58:13 +00:00
Bill Currie
2955fac550
first step of centerprint/finale cleanup. fixes the misplaced text for
...
end-of-episode text
2004-03-01 23:47:39 +00:00
Ragnvald Maartmann-Moe IV
7b5535cb8f
Less surprising default.
2004-02-29 05:32:23 +00:00
Ragnvald Maartmann-Moe IV
58d67f9a75
Lighting init fixes.
2004-02-29 04:50:01 +00:00
Ragnvald Maartmann-Moe IV
fde6e5bf61
Reduce ifs a bit, clean up init a bit. Minor problem with gl_doublebright. LIH.
2004-02-29 01:49:41 +00:00
Ragnvald Maartmann-Moe IV
e29e469646
Multitexture state fix. Harmless so far, but testing carefully helps us avoid
...
state leak horrors.
2004-02-27 21:42:52 +00:00
Ragnvald Maartmann-Moe IV
8c6cc34f83
Fix overzealous optimization which did interesting things to lightmapping when
...
not using multitexture.
2004-02-27 21:36:41 +00:00
Ragnvald Maartmann-Moe IV
28fda91e8c
If (!var) checking for a cvar setup. Can't believe that one slipped by for so
...
long... Also set a few globals static.
2004-02-27 20:40:26 +00:00
Ragnvald Maartmann-Moe IV
cdb02edc88
Make whitespace consistent. yay.
2004-02-27 15:49:15 +00:00
Ragnvald Maartmann-Moe IV
6059c7b4df
...space
2004-02-27 08:51:26 +00:00
Ragnvald Maartmann-Moe IV
997f5feabe
Tiny bit of loop unrolling.
2004-02-27 08:29:56 +00:00
Bill Currie
3855a8e40c
seem to have the itterative world rendering working now (fingers crossed:)
2004-02-26 22:53:30 +00:00
Bill Currie
228c5a0ecf
don't bother binding unmodified lightmaps
2004-02-26 00:33:24 +00:00
Ragnvald Maartmann-Moe IV
beeb1822b3
Fix multipass skydome rendering. Not sure layer speeds are right, but at least
...
they move at different speeds like they are supposed to.
2004-02-24 20:53:09 +00:00
Ragnvald Maartmann-Moe IV
44c89c1904
Optimize fullbright testing for brushes, assorted other cleanups, test for
...
functions built into current GL drivers, as well as the old extensions, and
add incorrectly rendering BGRA support.
Whee!
2004-02-24 20:50:55 +00:00
Bill Currie
f9b95cee92
some micro-optimisations
2004-02-23 07:17:41 +00:00
Bill Currie
680c246e22
the inline went wandering by mistake. gives a tiny (< 0.5%) gain, but a
...
gain none the less
2004-02-23 04:46:55 +00:00
Ragnvald Maartmann-Moe IV
496025473c
Remove no-longer needed parameters from function calls.
2004-02-23 04:25:53 +00:00
Ragnvald Maartmann-Moe IV
872498a1f0
Reorder a lot of code, removing tons of ifs. multitexture paths are a bit more
...
sane now. Also optimize QSG2 color handling, and fix some QSG2 bugs. Not that
anyone cares, nobody uses it anyways.
Should be faster, but isn't here. *grmbl*
2004-02-22 06:00:15 +00:00
Chris Ison
e9d57e0401
Grievres' non-mtex FB being brighter than mtex FB fix. Note: it breaks non-RGBA replacement textures
2004-02-21 10:33:43 +00:00
Chris Ison
ca6112767c
Grievres' water HOM and mtex FB only rendering FB texture fix
2004-02-21 09:04:52 +00:00
Ragnvald Maartmann-Moe IV
5157f668ad
Fix a bunch of state leaks that made multitextured fullbrights smear the world.
...
Now just have one (known) issue with bmodels with fullbright textures not
rendering their base texture. Floating fullbrights are nifty!
Also a number of optimizations, which need wider performance testing.
2004-02-21 05:36:19 +00:00
Bill Currie
551c7ee89a
Grievre's patch to makes R_MarkLights and R_RecursiveMarkLights use the
...
same function for actual marking.. which reduces code redundancy and fixes
the fact that world submodels
2004-02-21 04:23:00 +00:00
Ragnvald Maartmann-Moe IV
1cd0ba3f8f
Pale void.
2004-02-20 22:50:47 +00:00
Ragnvald Maartmann-Moe IV
79689baa83
Grievre's crash fix.
2004-02-15 19:56:28 +00:00
Ragnvald Maartmann-Moe IV
e43129316b
Slightly reorder cases for legibility. (decreasing order instead of random).
2004-02-15 19:55:59 +00:00
Bill Currie
2d2173dc4e
make R_RecursiveWorldNode non-recursive (needs a new name, now :). 0.4%
...
speedup in null-renderer gl: unknown for sw and sw32 (could be slightly
slower, left recursive version in but #if 0ed out jic)
2004-02-15 03:46:55 +00:00
Chris Ison
6642686e33
removal of legacy MGL block_drawing variable. Fixed window restore bug that prevented the screen from being updated.
2004-02-15 03:40:50 +00:00
Ragnvald Maartmann-Moe IV
fef9b30bd7
QF, now complete with underbrights, thanks to Grievre.
...
Play with gl_overbright and gl_doublebright. That's an order.
2004-02-15 00:02:04 +00:00
Ragnvald Maartmann-Moe IV
0dae958a5a
Grievre's fix for texture state leak.
2004-02-14 19:17:51 +00:00
Timothy C. McGrath
b5b61d056f
Grievre passed a one line patch to me which according to his description:
...
"Fixes a bug in dynamic lights (lightstyles weren't being rendered correctly
due to bad assumptions about dlightbits)"
It compiles fine, and seems to work, so, here it is.
Hikaru
2004-02-14 08:36:08 +00:00
Bill Currie
64c156653f
should fix the seg on ^C early in the startup
2004-02-14 07:53:49 +00:00
Bill Currie
d35f027757
undo my incorrect commit
2004-02-14 07:39:43 +00:00
Bill Currie
0e8ba7cc12
oops, committed the wrong file
2004-02-14 07:38:01 +00:00
Bill Currie
2cdf12cd50
if a leaf isn't in the frustum, don't bother lighting it
2004-02-14 07:32:26 +00:00
Bill Currie
85a268c62f
Grievre's lightmap/fullbright multitexture patch (fbs not tested due to
...
lack of drivers supporting 3 tmus)
2004-02-14 05:10:29 +00:00
Bill Currie
a97b722d7b
get the placement of the nice crosshairs right. make cs_data a square to
...
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
...
crosshair 3
2004-02-13 22:16:53 +00:00
Ragnvald Maartmann-Moe IV
88c5d21ece
Whitespace, slight code reorder in gl_rmain.c
2004-02-09 04:13:44 +00:00
Ragnvald Maartmann-Moe IV
372b763704
Inconsequential changes.
2004-02-09 04:11:13 +00:00
Ragnvald Maartmann-Moe IV
654cc35482
Mysteriously uncommitted. Fixed.
2004-02-09 04:02:08 +00:00
Ragnvald Maartmann-Moe IV
c4402e07bd
Working towards merging q2 model, sprite, and map support. Check back in a few
...
years, might be finished. ;)
2004-02-08 02:49:38 +00:00
Bill Currie
8ea7690530
serious cleanup of refdef calculations.
2004-02-08 00:37:11 +00:00
Bill Currie
a45981bc6a
don't look up the gl functions until after the context has been setup, just
...
incase it affects which functions glGetProcAddress actually returns.
2004-02-06 00:58:35 +00:00
Bill Currie
9784ba5954
Grievre's gamedir callback patch to fix mangled sounds on gamedir change
...
plus a couple minor tweaks I notcied needed doing.
2004-02-03 03:01:06 +00:00
Ragnvald Maartmann-Moe IV
0e6681a069
Add QFGL_WANT, and ability to handle non-required extensions.
2004-01-28 02:49:57 +00:00
Ragnvald Maartmann-Moe IV
31aca31d17
Warn users if their system doesn't support GL_ATI_pn_triangles.
2004-01-26 03:58:19 +00:00
Ragnvald Maartmann-Moe IV
767b0c61db
Fix help for gl_tessellate cvar.
2004-01-26 00:40:31 +00:00
Ragnvald Maartmann-Moe IV
e1146a541c
TruForm support. Controlled by gl_tessellate
2004-01-26 00:13:47 +00:00
Bill Currie
283d49bd8e
first chunk of Mike Gorchak's <mike@malva.ua> QNX patches
2004-01-20 05:57:39 +00:00
Bill Currie
e154c9add5
be consistent with WIN32 and _WIN32 (now all _WIN32)
2004-01-20 03:47:27 +00:00
Bill Currie
77b2942982
several libs can now get built as dlls in windows: console, gamecode,
...
gamecode_builtins, gib, image, modules, object, ruamoko and util.
2004-01-19 07:47:41 +00:00
Bill Currie
e0567f75cc
it seems ATI's libGL needs to be loaded with global symbols in order to
...
work properly.
2004-01-09 23:37:04 +00:00