Commit graph

455 commits

Author SHA1 Message Date
Bill Currie
7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie
3669e3aa2e Make alias model caching optional.
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
7ba7130f42 Load the sky texture as two separate textures.
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.
This is necessary to allow the glsl texture loader to process the sky
textures.
2012-01-11 21:08:04 +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
6f18035c12 Fix up alias-16 support.
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
2012-01-05 12:52:12 +09:00
Bill Currie
add5440ad1 Upload the normals with the vertex data.
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
2012-01-04 09:42:00 +09:00
Bill Currie
2a3151cecd Hook in alias model drawing.
Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie
540bccbc27 Load all the alias vertex data as bytes.
I had forgotten I wanted to do it this way.
2012-01-02 13:41:12 +09:00
Bill Currie
2ad5aa7aed Unbind the array and element array buffers when done.
Not doing so wreaked havoc on my 2d rendering (what's he doing here, and
why's he messing with my redering? ;)
2012-01-02 10:08:56 +09:00
Bill Currie
f3884c659c Finish alias skin loading and load vertex data into GL. 2012-01-01 23:55:27 +09:00
Bill Currie
edb05fdfce Rename Vector3Scale and QuatCompScale.
They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie
bcdcd7b36d Implement sprint glsl loading.
That was... easy.
2011-12-30 09:36:57 +09:00
Bill Currie
91afdcf064 Don't call init_box when not doing a box trace.
I took the opportunity to pass qf through callgrind. init_box was
surprisingly expensive, especially considering its results were never used.
2011-12-25 17:11:48 +09:00
Bill Currie
2894689f71 Clean up mod_lightmap_bytes.
Just how many definitions do we need?
2011-12-25 13:02:26 +09:00
Bill Currie
dcf2b14188 Implement alias model skin loading for glsl. 2011-12-25 13:02:26 +09:00
Bill Currie
e62eb23f67 And do the real merge.
That drastically simplifies the processes of alias model loading for glsl :)
2011-12-25 11:04:03 +09:00
Bill Currie
c0d37ddc1e Pseudo merge gl and sw Mod_LoadAliasGroup.
Interestingly, this didn't break gl alias model renderering (but then, it
does weird things to the data anyway).
2011-12-25 10:53:53 +09:00
Bill Currie
1f8db5fe3a Pseudo merge gl and sw Mod_LoadAliasFrame. 2011-12-25 10:34:29 +09:00
Bill Currie
59ef1eae9d Split out the floodfile code into its own file. 2011-12-23 19:01:31 +09:00
Bill Currie
33c5320c0e Create stubs for most of the required render functions.
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
Bill Currie
497461b4c2 Make a start on making a pure GLSL renderer.
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
2011-12-23 12:19:13 +09:00
Bill Currie
8aa5a8139c Split out the portal sanity tests.
With this, the portal code can be tested separately, including the freeing
of the portal information.
2011-12-08 14:59:35 +09:00
Bill Currie
f9877ce0e0 Add a function to free a hull's portal information. 2011-12-08 14:58:08 +09:00
Bill Currie
fceed07d0b Tidy up my diagrams. 2011-12-08 08:45:53 +09:00
Bill Currie
9f32004599 Add a fixme.
I've had enough of this for the moment, but I'm pretty sure the test needs
some more consideration, and I'll probably forget about it if I don't mark
it.
2011-12-07 17:27:13 +09:00
Bill Currie
2a27db146e Use a bit of epsilon in trace_contents().
All tests pass again.
2011-12-07 15:35:19 +09:00
Bill Currie
66dffef936 Get trace_to_leaf working a little better.
I think the recursion decision needs a little more work, but this gets the
current tests working (though there's still a failure due to fp math).
2011-12-07 15:31:33 +09:00
Bill Currie
ccbc69a7f5 Carve out some more cave and add some more tests.
One of them even breaks the code :)
2011-12-07 13:31:21 +09:00
Bill Currie
4ed8b69e24 Check the cross product length before testing its direction.
This fixes the bogus portal crossings.
2011-12-07 12:20:04 +09:00
Bill Currie
5af88d33fe Trace to the current portal rather than the portal's plane. 2011-12-07 12:17:51 +09:00
Bill Currie
9d2914474c Fix the edge vectors when bounding the portal points. 2011-12-07 12:16:58 +09:00
Bill Currie
6a4021517b Move the box face info into trace_state and init only once.
Then clean up the mess of excess function paramenters.
2011-12-07 10:54:37 +09:00
Bill Currie
fc14826cd6 Reorganize the code a little. 2011-12-07 10:42:39 +09:00
Bill Currie
4f13d19b7e Optimize edges_intersect().
I found wolfram's line-line intersection page and noticed their equation
for the time of intersection was rather different to mine. After analyzing
the differences, it turns out they produce exactly the same results (when
the lines are coplanar), but their method allows me to eliminate one dot
product (4->3). Not only that, but it turns out that their method works
equally well for skew lines (ie, non-coplanar).

mine:
  CxA.CxA
  -------
  CxA.AxB

theirs:
  CxA.AxB
  -------
  AxB.AxB
2011-12-07 10:35:58 +09:00
Bill Currie
ff693a956a Avoid missed portals in trace_to_leaf(). 2011-12-06 22:09:40 +09:00
Bill Currie
8c840a7003 Sanitize trace_hits_plane().
While unit normals aren't needed, they were too big for sane math. Now
epsilon can be used for the distance tests. One of the two new tests passes
now :).
2011-12-06 22:06:25 +09:00
Bill Currie
2b65f81b72 Use a saner "infinity".
8e6 is just too big for reasonable floating point.
This fixes the bogus portals.
2011-12-06 20:50:09 +09:00
Bill Currie
632817fed5 Fail properly when the portals are bogus. 2011-12-06 20:48:31 +09:00
Bill Currie
f496f4d260 Whee, more tests that break things :) 2011-12-06 20:47:57 +09:00
Bill Currie
8fe703d747 Trace to adjoining leafs when necessary.
When the trace stradles a plane in the current leaf, check the other side
of the portal, too, as it is possible that leaf will restrict the movement
of the trace.

All current tests pass! However, I can think of some situations (and I
already have a solution) where things will fail, but that's next.
2011-12-06 17:27:05 +09:00
Bill Currie
4c17ca9583 Break out trace_hits_portal() from trace_enters_leaf(). 2011-12-06 08:46:04 +09:00
Bill Currie
9a9079a2b3 Correct the start-solid in a corner test.
It turns out that the box trace CAN get out of the solid from that location
(though a similar point trace can not). This is because of my decision to
allow non-points to touch a plane from either side without crossing the
plane, whereas a point touching a plane is always considered to be on the
front side of the plane as there is no further information to disambiguate
on which side of the plane the point is.
2011-12-05 22:11:58 +09:00
Bill Currie
4419d4c4ad Move the trace into the leaf before testing the contents.
The trace is moved as far into the leaf as possible without leaving the
other side of the leaf. This ensures that trace_contents is started from a
good location. There is currently a problem with traces that stradle a
plane getting, but this has cleared up all the current contents related
tests.
2011-12-05 22:11:58 +09:00
Bill Currie
c588d28b96 Clear contents flags before calling trace_contents. 2011-12-05 22:11:58 +09:00
Bill Currie
8307d9f233 Rename check_in_leaf to trace_enters_leaf. 2011-12-05 22:11:58 +09:00
Bill Currie
3bd029d599 Make the contents flags clear.
I got tired of not being able to remember which flag was which in the
output.
2011-12-05 22:11:47 +09:00
Bill Currie
8e512a087c More failing contents tests.
However, I have a plan :)
2011-12-05 09:03:04 +09:00
Bill Currie
b4a497baab Correctly restore the saved start point.
This fixes the point test failures.
2011-12-04 21:12:12 +09:00
Bill Currie
7da6df9dfb Use the "real" contents of the trace's location when visiting a leaf.
When visiting a leaf in box mode, use trace_contents() to get the highest
priority contents of any leafs touched by the box in the current location.
I'm now down to one failing test case, and it's an "allsolid" issue that
might be an incorrect assumption in my test case.
2011-12-04 19:14:35 +09:00
Bill Currie
053d801e92 Break out the leaf visit code into its own funciton. 2011-12-04 18:52:17 +09:00
Bill Currie
4e76aa3025 Don't split on a plane parallel to the motion.
This seems to improve the start/all solid cases a little, and it should
speed things up a little by avoiding unnecessary polygon tests.
2011-12-04 12:46:22 +09:00
Bill Currie
ed8e09608a Fix the negative fractions coming from edge_portal_dist().
I have a better fix in the works, but I wanted edge_portal_dist() to be
correct.
2011-12-04 12:11:27 +09:00
Bill Currie
e5903a60ff Put the mistaken test case back in. 2011-12-04 11:00:38 +09:00
Bill Currie
eb5d2720e4 Avoid a segfault when there's no split plane. 2011-12-04 10:55:46 +09:00
Bill Currie
cdfc922bce Fix a silly test case error. 2011-12-04 10:47:52 +09:00
Bill Currie
487a6b20ab Test collisions with a ridge smaller than the box.
Whee, found a failing test case :)
2011-12-04 09:02:12 +09:00
Bill Currie
55eb88b52c Create some tests for MOD_HullContents. 2011-12-03 22:18:43 +09:00
Bill Currie
581972c905 More file splitting for code reuse. 2011-12-03 21:13:01 +09:00
Bill Currie
dadfb78992 Split out the hull data so it can be used in other tests. 2011-12-03 20:23:42 +09:00
Bill Currie
9ad298a716 Check whether the portal and box intersect.
Now on to creating tests for MOD_HullContents :)
2011-12-03 19:59:12 +09:00
Bill Currie
d9a641c600 Avoid a segfault when the hull hasn't been portalized.
Serves me right for forgetting to test the main engine :P
2011-12-03 09:06:57 +09:00
Bill Currie
27642a080a Avoid infinite recursion. 2011-12-01 12:57:06 +09:00
Bill Currie
f9d56f2941 Add MOD_HullContents().
If trace is null or point type, or the hull doesn't have portals, or the
first node is a leaf, MOD_HullContents operates in point mode (exactly the
same way as SV_HullPointContents()). However, in box mode, all leafs
touched by the trace are checked for their contents. The contents field of
trace (a bit field) will indicate the contents type of all touched leafs.
The returned contents value indicates the most important contents:

    solid > lava > slime > water > empty

The one's complement value of the contents type is the bit number of the
contents bit field. I'm not sure how useful this will be as getting the
amount of overlap is currently not supported.
2011-12-01 12:26:33 +09:00
Bill Currie
7ee31dd475 Allow the trace start to be in multiple leafs.
This fixes a couple of in-solid tests, but something better is needed.
2011-11-28 20:56:21 +09:00
Bill Currie
13d37f4838 Add a bunch of in-solid tests.
Tests where the box is only partially in a solid tend to fail (particularly
when the solid is on the back side of the split plane).
2011-11-28 20:56:21 +09:00
Bill Currie
50b08c98fa Add some snug-fit tests and fix the uncovered bugs.
The tests involve the box fitting into a hole with zero slop (this would be
impossible with point clipping).
2011-11-28 20:56:21 +09:00
Bill Currie
985667ecba Fix plane touching box backsideness.
Because a box has size, even when touching a plane, the side on which the
box is can be determined (unlike a point).
2011-11-28 20:56:21 +09:00
Bill Currie
869cd19260 Box traces can now graze a corner. 2011-11-28 20:56:21 +09:00
Bill Currie
45d55d7e9a Test the simple wedge. 2011-11-28 20:56:21 +09:00
Bill Currie
2c9b07b257 Scale the box edge vectors.
Now they represent the lengths of the edges as expected by the edge/polygon
code.
2011-11-28 20:56:20 +09:00
Bill Currie
60dbc0e342 Fix the last few bugs breaking the distance code.
The code itself seems to work now. There are still some problems: the box
faces are using unit vectors for the edges, or I should go back to unit
vectors for the portal edges; starting in a solid corner won't always work;
etc. However, that's just mopping up: the main algorithm seems to be
working.
2011-11-28 20:56:20 +09:00
Bill Currie
996859c367 Correct the projection code.
That needed to be the intersection of two coplanar lines.
2011-11-28 20:56:20 +09:00
Bill Currie
ab2ec644d6 Clip the portals when running the test cases.
When the portals are too big, floats break down and break the tests. This
might not be much of an issue in real maps, but my tests use "infinite"
planes.
2011-11-28 20:56:20 +09:00
Bill Currie
2abff68089 Fix some more silly bugs.
The target test now works, but some others have broken due to getting
negative fractions.
2011-11-28 20:56:20 +09:00
Bill Currie
a1da8ecdd0 Fix some silly errors that broke most of the box tests.
Uninitialized variables and crossed signs. Oops :/
2011-11-28 20:56:20 +09:00
Bill Currie
8fc99566ab Add code to clip the motion of the box to the leaf's portals.
Unfortunately, something is broken (all box tests fail due to 0 fraction).
2011-11-28 20:56:20 +09:00
Bill Currie
5ee552ea5b Don't normalize the portal edge vectors.
This simplifies the collision handling code.
2011-11-28 20:56:20 +09:00
Bill Currie
174f381125 Add some more tests for the ramp.
These tests pass, but show the basic polygon testing working (just not the
collision handling and thus fraction determination).
2011-11-28 20:56:20 +09:00
Bill Currie
750b5ba0ed Be a little more lenient with float comparisons.
Unfortunately, Pythagorus and binary don't play well together, so rounding
errors are inevetible when testing with a slope. However, 1e-6 seems to be
a good epsilon (printf's %g hides it nicely :).
2011-11-28 20:56:20 +09:00
Bill Currie
73b93ffd74 Clean up the in_leaf test line. 2011-11-28 20:54:35 +09:00
Bill Currie
e3d8394b7a Use the split_plane for the in-leaf test.
This seems to work better (all previously working tests pass again), but
the target test is still broken.
2011-11-28 20:54:35 +09:00
Bill Currie
7b59eaf0cd Use the correct vector for the plane distance.
Oops :)
2011-11-28 20:54:35 +09:00
Bill Currie
cde0bbb807 For now, don't use box clipping for point traces.
Until I figure out how I want to handle zero sized boxes, don't test them.
2011-11-28 20:54:35 +09:00
Bill Currie
fd5aee1d5e Use the portals to check leaf validity.
If the trace hits a portal on the plane that brought us to the leaf, then
we actually are in the leaf (otherwise, we shouldn't be here and thus
should ignore the leaf). At least, that's my thinking.

Many point tests fail (but they're really using box clipping with a zero
sized box) and two box tests fail.
2011-11-28 20:54:35 +09:00
Bill Currie
297275e3de Create edge information for the portals. 2011-11-28 20:54:35 +09:00
Bill Currie
662c04dfdc Add a function to obtain the unit vectors of a winding's edges. 2011-11-28 20:54:35 +09:00
Bill Currie
e41da2f579 Store the start fraction and position in the right stack slot.
Oops. Yay, valgrind.
2011-11-28 20:54:35 +09:00
Bill Currie
d61cb25a44 Add code to rebuild the bsp brushes.
Names and locations of declarations are still up in the air, but things
seem to be working assuming my test code is correct.
2011-11-28 20:54:35 +09:00
Bill Currie
853bf13d9e Move the winding code into libQFmodels. 2011-11-28 20:54:35 +09:00
Bill Currie
91e65b6c80 Rename mplane_t to plane_t and clean up the mess.
I got rather tired of there being multiple definitions of mostly compatible
plane types (and I need a common type anyway). dplane_t still exists for
now because I want to be careful when messing with the actual bsp format.
2011-11-28 20:54:34 +09:00
Bill Currie
2f23cfa4d0 Add a new (failing) test case.
This one demonstrates the need for more information in the bsp tree
(surface polygons). When the box collides with a corner where one side is
flat and the other angled, but there's a partition plane cutting the two,
the box can instead collide with the angled side before it hits the corner.
2011-11-28 20:54:34 +09:00
Bill Currie
7a1faee460 Bail out when the trace advances past the nearest collision. 2011-11-28 20:54:34 +09:00
Bill Currie
a943cdf2c4 Handle dual collisions.
When the trace collides with something on both sides of a plane, the nearer
collision is required. The code now correctly checks both sides and keeps
the nearer collision.
2011-11-28 20:54:34 +09:00
Bill Currie
0cf5dec5bb Fix the covered step tests.
However,  there is still a problem with moves where the box is always cut
by the plane: both sides need to be tested (done), but when the first side
checked allows longer motion than the second, but still collides, only the
first side is checked. The shorter motion is required.
2011-11-28 20:54:34 +09:00
Bill Currie
8cc320b7ef Move the start point to the near side of the crossed plane.
I'm not sure the end point needs to be moved at all, but I'll leave it
alone for now. I have a couple of failing test cases that seem to be caused
by not handling moves where the box is always cut by the plane.
2011-11-28 20:54:34 +09:00
Bill Currie
fa6390a46a Correct the sign for the shift in frac.
However, this is not entirely correct as the new start point when testing
the other side of the plane also needs to be calculated.
2011-11-28 20:54:34 +09:00
Bill Currie
b82d9f5894 Another test, another bug.
Fix an incorrect test using offset (forgot to negate).
2011-11-28 20:54:34 +09:00
Bill Currie
9984a2e87a Fix some missing usages of offset.
This fixes my one failing box clip test. Now I need to find more broken
cases. At least now, they should be real tests.
2011-11-28 20:54:33 +09:00
Bill Currie
9d63298032 Tweak a fixme comment.
The code is potentially slow, especially on big maps, but I haven't noticed
any issues yet.
2011-11-28 20:54:33 +09:00
Bill Currie
03abb3b27d Add support for ellipsoids.
Not that boxes work yet, but the fix is the same.
2011-11-28 20:54:33 +09:00
Bill Currie
b4da9241f6 Make a fresh start on box clipping.
I even have a failing test to fix :)
2011-11-28 20:54:33 +09:00
Bill Currie
940476dce1 Do some renaming to make things a little clearer. 2011-10-02 15:07:36 +09:00
Bill Currie
a356ce6572 Assume the trace will be allsolid.
Rather than setting allsolid when the trace fails to leave solid space,
clear it when the trace enters non-solid space. This is necessary because
the trace might visit only one node and thus the failure to leave solid
space will not be detected. This fixes the problem with hipnotic's bobbing
water.
2011-09-27 17:14:42 +09:00
Bill Currie
9c6693d567 Correct hull3 and its tests.
I'd gotten the solid/empty parts backwards.
2011-09-27 17:11:57 +09:00
Bill Currie
3e74aa5303 Add trace-qf-bad.c to Makefile.am and testclip.c. 2011-09-27 17:09:04 +09:00
Bill Currie
e23ee07b6f Ensure id's trace is properly initialized. 2011-09-27 15:38:28 +09:00
Bill Currie
32ff639bf3 Add an old qf version of trace.c
This version is broken (it's the one "fixed" by commit 981622f9), but it
does behave correctly for hipnotic's bobbing water. The question is, why?
2011-09-27 13:00:19 +09:00
Bill Currie
9daa0b7bde Rename the empty and solid flags, and use them correctly.
seen_empty and seen_solid much better reflect their meanings, and also use
them correctly (eg, visiting an empty node does not clear seen_solid).
Hipnotic's bobbing water is still broken, though.
2011-09-27 12:33:50 +09:00
Bill Currie
a7482570b6 Document the geometry in the tests. 2011-09-27 12:30:21 +09:00
Bill Currie
aa6b7ef7e8 Add some water based tests.
Unfortunatly, they haven't uncovered the bug.
2011-09-26 21:02:54 +09:00
Bill Currie
800e8cb3da Make the id trace code more readily usable in the engine. 2011-09-26 19:56:00 +09:00
Bill Currie
ae0dc6f06b Disable the "shouldn't happen" code.
It causes the tests to fail, and doesn't affect the problem I'm currently
facing.
2011-09-26 19:56:00 +09:00
Bill Currie
baf9b7c181 Make the test nodes a little easier to read. 2011-09-26 19:56:00 +09:00
Bill Currie
683adf1850 Print the name and texture number for model skins.
Use SYS_GLT (1024) for gl texture debugging.
2011-09-26 13:03:53 +09:00
Antti Harri
358a844a42 Implement --version-info configure switch to override QuakeForge
library versioning. From Lasse Collin, thanks!
2011-07-09 01:23:36 +03:00
Bill Currie
b18ff4ed3e Move test-qfs.c into a test directory.
Same as before: avoiding -prefic-pic issues.

Also, catch some minor snafus found in the previous commit. With this, make
distcheck passes again :)
2011-06-12 16:34:15 +09:00
Bill Currie
c522726021 Move the testclip program into its own directory.
Same as with the audio test program, this is to avoid issues with
-prefer-pic.
2011-06-12 16:12:52 +09:00
Bill Currie
74a7e07dfc Use AM_CFLAGS instead of CFLAGS.
CFLAGS is meant to be reserved for the user.
2011-05-10 12:44:44 +09:00
Bill Currie
981622f969 Make MOD_TraceLine behave "correctly".
MOD_TraceLine now behaves the same as id's SV_RecursiveHullCheck (from
WinQuake). This means that even if the trace would escape from solid space
into non-solid space, the trace is treated as allsolid if it crosses from
one solid space to another before hitting the empty space.

trace-id.c is used only for establishing the behaviour of id's code.
2010-12-06 15:30:56 +09:00
Bill Currie
c2af7896bd Revert "make droptofloor continue the trace if it starts solid"
This reverts commit 10232acdfe.

The problem was really in the trace code, but it got fixed by "accident"
when I had similar problems in hipnotic a couple of years later. Now to
figure out just what the trace could really should be doing.
2010-12-05 14:56:32 +09:00
Bill Currie
31640dd1b9 Clean out the last traces of my boxclip code.
I've been experiencing funny trace issues while playing Soul of Evil. While
I think the boxclip dregs shouldn't be causing problems, it's probably best
to clean them out properly before trying to fix anything.
2010-12-05 14:52:20 +09:00
Bill Currie
8831a109a4 Create and use mclipnode_t.
I didn't realize this was a critical part of fitzquake's large map
support. This should fix the non-solid brush entities in Conflagrant
Rodent.
2010-11-29 09:36:21 +09:00
Bill Currie
31c13d92a2 Protocol 666/large map support from FitzQuake.
Alpha and lerping aren't implemented yet, but things seem to be working. I
can load and play oms2.bsp (Conflagrant Rodent).
2010-11-26 16:20:05 +09:00
Bill Currie
8c4fe2f844 Rename Sys_DPrintf to Sys_MaskPrintf.
We now have finer runtime control over what gets printed. Need to do a
SYS_DEV audit, creating new masks as apropriate.
2010-11-26 16:19:26 +09:00
Bill Currie
92f84e97a4 Unlimited loaded models. 2010-11-26 16:19:25 +09:00
Bill Currie
9a30968c87 type size correctness 2010-10-13 20:52:06 +09:00
Bill Currie
cd159e1cc1 Use LoadBSPMem to load brush models.
Now that Mod_LoadBrushModel uses bspfile.[ch], the engine uses the same
code as the tools to work with bsp files.
2010-10-13 20:52:05 +09:00
Bill Currie
2185a3dcd0 Remove almost all of my boxclip developement.
This is to prevent others accidently getting headaches from my code.
2010-08-20 14:13:23 +09:00
Bill Currie
0dfff8fd58 ignore stuff 2010-08-07 10:42:09 +00:00
Bill Currie
3e0aaea535 more build fixes from Despair (parallel make, this time) 2010-05-28 13:37:51 +00:00
Bill Currie
51932ee433 --enable-boxclip configure option and some more tweaks, I guess (been too long) 2009-12-19 04:45:01 +00:00
Bill Currie
a26cd68ea9 more tests, more progress. just need to fix a regression that popped up while fixing the new test (18) 2009-03-22 00:31:44 +00:00
Bill Currie
dd27143f62 finally got the failing test I wanted 2009-03-20 15:01:18 +00:00
Bill Currie
21c12ad7d5 damn, it failing was because I was using the wrong hull. now, why does the engine fail here? 2009-03-20 11:57:36 +00:00
Bill Currie
7dae886b93 label "expect" and "got" lines 2009-03-20 11:55:47 +00:00
Bill Currie
1f1375fdbb add another (currently failing) testcase 2009-03-20 11:51:59 +00:00
Bill Currie
384ad30df8 correct the last 4 edges. all existing testcases now pass. 2009-03-20 11:38:04 +00:00
Bill Currie
fea4189150 complete rewrite of validate_solid. also, put the trace points on the other side of the split plane. Just one more set of related tests to fix. 2009-03-20 11:20:59 +00:00
Bill Currie
0ff4165149 why didn't I do this earlier? 2009-03-20 03:40:30 +00:00
Bill Currie
f59f2dc7b9 some more progress with box clipping and much a saner test harness 2009-03-20 03:33:03 +00:00
Bill Currie
e992edaf31 that fixed the test case (why isn't sgn a standard function? :P) 2009-03-19 04:56:44 +00:00
Bill Currie
3be88c3e1d still disabled since it's still broken, but progress has been made. Fortunately, some of the breakage shows up as a regression in the testcases. 2009-03-19 03:16:24 +00:00
Bill Currie
2b81eaea6c console.h include cleanup 2007-11-06 12:40:38 +00:00
Bill Currie
d66934942d nuke Con_Printf and Con_DPrintf and use Sys_* instead 2007-11-06 10:17:14 +00:00
Bill Currie
e15fae264a well, it finally seems to work, but q1 maps (especially start's ramp to e3) are not such that they're particulary playable due to being designed for point clipping. so still disabled until something can be sorted out. 2007-09-29 23:28:41 +00:00
Bill Currie
0ee9e1cf3e more accurate expects and don't recurse for non-crossings 2007-09-23 08:33:26 +00:00
Bill Currie
3d79256653 closer still. have problems with allsolid traces and flags in general 2007-09-23 05:41:17 +00:00
Bill Currie
973a30bce0 show inwater as well (though irrelevant for test map) 2007-09-23 05:40:08 +00:00
Bill Currie
9f7018685e a little easier to see what's expected 2007-09-23 04:07:39 +00:00
Bill Currie
0234b7ed93 nice little test of box clipping. doesn't get installed :) 2007-09-23 03:48:05 +00:00
Bill Currie
f7faad118b didn't quite get that checkin right 2007-09-21 14:04:30 +00:00
Bill Currie
36f5edb9d3 still disabled, but it's mostly working now. serves me right for blindly following the q2 code :P (it be buggy) 2007-09-21 13:58:07 +00:00
Bill Currie
19f0d23f8b it's disabled, but my box clipping is getting close 2007-09-21 12:44:19 +00:00
Bill Currie
37ad41ecb7 MOD_TraceLine doesn't need to return anything... 2007-09-17 11:24:42 +00:00
Bill Currie
2881b4b284 make MOD_TraceLine recursive again so I can work on box clipping without losing so much hair 2007-09-16 07:55:44 +00:00
Bill Currie
866eaa22f6 don't segfault when there are holes in the texture list 2007-05-16 09:23:54 +00:00
Bill Currie
ecaa002774 fix items in walls in hipnotic 2007-05-14 11:16:41 +00:00
Bill Currie
aca80a7baf fix the gold-key/radiation-symbol bug in rock2 2007-05-09 10:55:02 +00:00
Bill Currie
b963665ad7 don't stop a trace on transition from solid to non-solid. this fixes the grapple problem in prozaccoop, but really the bug is in the progs but this is a faster fix for now until I decide whether I want to stop a trace on transition or not, or whether to make it optional. 2007-04-28 02:16:47 +00:00
Bill Currie
447a3e8254 fix some nasty catches I was experiencing. I don't know why my logic didn't work, but it definitely didn't. 2007-04-07 06:51:36 +00:00
Bill Currie
99c0954b47 the big dso visibility patch :). Sure, we have to have unique names for static builds, but with controlled visibitly we should get faster program loads (although this isn't C++, so it's not as bad) and complex plugins are cleaner. 2007-03-10 12:00:59 +00:00
Bill Currie
24ab92e68d things seem to be working nicely in point mode 2006-12-25 01:21:52 +00:00
Bill Currie
9a7e4bc5e6 fix some comments 2006-12-24 08:01:39 +00:00
Bill Currie
8dce95b4ba do some renaming of variables to save my sanity 2006-12-24 06:34:12 +00:00
Bill Currie
46a74c831a don't go through the back side of walls 2006-12-24 05:05:27 +00:00
Bill Currie
bcdf710316 bah, missed those 0s 2006-12-24 04:34:08 +00:00
Bill Currie
7624f2eb87 still disabled, but put the box tracing code in the shared code 2006-12-24 03:46:12 +00:00
Bill Currie
45d467d748 box tracing (instead of point). Currently disabled because it doesn't work right just yet. However, when it is working, it will let us do things like crouching, crawling, arbitrary sized objects (including players), etc. 2006-12-24 03:13:29 +00:00
Bill Currie
b3a2759e5b oops, missed that somehow 2006-12-24 03:03:41 +00:00
Bill Currie
a483f8670d use the vector/plane macros to clean up the code a bit 2006-12-24 03:01:15 +00:00
Bill Currie
7d2784e1bc whitespace 2006-07-23 01:34:14 +00:00
Bill Currie
3fb03fc2be hah, should have been using __attribute__((used)) all that time (rather
than __attribute__((unused))). fixes the missing console in -x11
2005-08-04 15:27:09 +00:00
Bill Currie
10232acdfe make droptofloor continue the trace if it starts solid. fixes the ceiling
hugging sng in e1m7.
2005-04-24 13:31:47 +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
2cb81b37f9 move the *_RecursiveHullCheck functions from pmovetst.c and world.c to MOD_TraceLine in libs/models/trace.c, at the same time rewriting the code to work itteratively rather than recursively.
This is an imperfect revision of history.
2004-11-02 08:40:00 +00:00
Bill Currie
986dae9ec9 as discussed with fuh, hide the endian dependency of the checksum calcs
(evil way of using md4, but oh well).
2004-05-16 23:17:51 +00:00
Bill Currie
beb22957db do some sanity checking on the header lumps in case of truncated file 2004-02-29 04:24:42 +00:00
Bill Currie
f9b95cee92 some micro-optimisations 2004-02-23 07:17:41 +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
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
7ba6756810 temporary hack to avoid crashing when s_explod.mdl isn't precached but
explosions are requested
2004-01-17 07:14:42 +00:00
Bill Currie
629e22aa61 fix a buffer overflow and an underflow 2004-01-17 05:11:34 +00:00
Ragnvald Maartmann-Moe IV
4597b44334 /, not // in paths. textures//foo.png is ugly. ;) 2004-01-08 03:33:45 +00:00
Ragnvald Maartmann-Moe IV
043c1ce466 Check for %s_luma as well as %s_glow. Also a bit of whitespace. 2004-01-04 01:20:20 +00:00
Bill Currie
40b8974c33 better external skin handling from Grievre 2003-12-28 05:25:06 +00:00
Ragnvald Maartmann-Moe IV
1be98dcf08 gl_external_textures -> gl_textures_external, plus whitespace & codingstyle. 2003-12-23 20:05:52 +00:00
Bill Currie
4b6b5135ac more texture tweeks from Griever: gl_external_textures 2003-12-23 08:38:33 +00:00
Bill Currie
9f76665963 luma tweak (redundant code removal) from Grievre 2003-12-23 07:22:04 +00:00
Ragnvald Maartmann-Moe IV
12d3a137a1 Luma texture support for brush models (From Fuh, by way of Grievre). 2003-12-21 08:02:03 +00:00
Bill Currie
2b5a3753ca nuke QF/texture.h moving it's contents into QF/image.h (yay, finally, a
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
.png and .tga support.
2003-09-04 18:46:59 +00:00
Bill Currie
ff43d61f81 use the correct bytes per pixel count 2003-09-04 16:26:14 +00:00
Bill Currie
4d1313d0c1 don't seg when using 1 component lightmaps 2003-08-30 22:39:27 +00:00
Bill Currie
7ead5a91f8 don't let gcc automaticly inline functions but make gcc inline bigger
functions when told to. also make gcc warn if it can't inline a function.

Explicitly inline several functions (including moving VectorNormalize to
mathlib.h so it /can/ be) resulting in a 5.5% speedup for spam2 (88 to 92
fps)
2003-08-11 06:05:07 +00:00
Bill Currie
6a94607d9d rename VectorMA to VectorMultAdd, add VectorMultSub and use it in a few
places. Not certain how much speed difference it makes :/
2003-08-08 15:25:53 +00:00
Bill Currie
0cf0f710b7 remove some unneeded code 2003-07-09 15:34:58 +00:00
Bill Currie
4f66e1e9da fix a bunch of the previous FIXMEs. needs a bit more work for win32
compiling
2003-07-08 22:39:45 +00:00