Bill Currie
5bed38dcd9
Rename quaketxt.frag to quake2d.frag.
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It's actually fairly generic for 2d rendering (no lighting, palette lookup)
2011-12-26 17:11:31 +09:00
Bill Currie
d743c6c55f
Make a clean break heading for GLES compatibility.
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Add GLSL directory to QF and use it for all gsls based code (instead of
GL). defines.h, types.h and funcs.h are derived from gl2.h from khronos.
Text drawing now uses triangles instead of quads.
2011-12-26 16:08:55 +09:00
Bill Currie
7bd5ab882c
Get text rendering working.
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It comes out as a funky green (that's not in the quake palette!!!), but
it's mostly readable.
2011-12-26 10:16:16 +09:00
Bill Currie
9f5eacd1fb
Try to get text rendering.
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Still a black screen :(
2011-12-26 08:12:05 +09:00
Bill Currie
c161a91d4a
Split out and partially implement the screen code.
2011-12-26 08:09:47 +09:00
Bill Currie
7d653f3676
Start work on outputting text.
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The shaders now compile. No linking is done yet. Char quads are generated,
but not sent to the card.
2011-12-25 19:42:39 +09:00
Bill Currie
9df7370bcd
Create some shaders for quake text.
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Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
2011-12-25 15:53:12 +09:00
Bill Currie
33c5320c0e
Create stubs for most of the required render functions.
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nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
2011-12-23 12:19:50 +09:00