Bill Currie
1052bd2624
Fix the segfault on leaving e1m2.
...
Problem and solution found by Deek, reason by me.
2012-01-31 09:51:44 +09:00
Bill Currie
497718cc40
Plug the memory/texture/vbo leaks.
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QF still leaks about 3MB/run on demo1, but even 100 runs didn't show any
render issues.
2012-01-29 22:32:35 +09:00
Bill Currie
8ac9ff0134
Link libQFmodels* agains libQFimage.
...
This is the correct fix for server linking wrt LoadPCX. Sort of. Really, it
would be better to disconnect the dependencies.
2012-01-27 19:55:30 +09:00
Bill Currie
03c7441265
Fix server linking wrt skin stuff.
2012-01-27 17:37:52 +09:00
Bill Currie
ca2c861671
Fix team colors in GL NQ.
2012-01-26 13:53:52 +09:00
Bill Currie
5dcaeae97b
Fix custom skins in GL for QW.
2012-01-26 12:50:37 +09:00
Bill Currie
df87cffe15
Start working on the new GL skin code.
2012-01-24 23:06:07 +09:00
Bill Currie
6df8867d69
Implement custom skins for glsl.
2012-01-24 10:27:05 +09:00
Bill Currie
d6683711f4
Clean up some redundant defines.
2012-01-24 09:37:46 +09:00
Bill Currie
19dc579a5a
Fix custom player skins for the sw renderers.
2012-01-23 23:38:32 +09:00
Bill Currie
3dbb5724db
Rename Skin_SetColormap_ to Skin_SetupSkin.
2012-01-23 21:40:12 +09:00
Bill Currie
08990ebb5a
Make top/bottom color work for GLSL.
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Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie
9a4b065eaf
Fix top/bottom colors for the SW renderers.
2012-01-23 17:33:19 +09:00
Bill Currie
7bfddd7ffe
Gut most of the old skin code.
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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.
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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
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
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.
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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.
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Nothing is visible yet.
2012-01-02 20:28:40 +09:00
Bill Currie
540bccbc27
Load all the alias vertex data as bytes.
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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.
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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.
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They are now VectorCompMult and QuatCompMult.
2011-12-30 20:04:55 +09:00
Bill Currie
bcdcd7b36d
Implement sprint glsl loading.
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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.
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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.
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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.
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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.
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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.
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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
Bill Currie
497461b4c2
Make a start on making a pure GLSL renderer.
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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.
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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.
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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().
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All tests pass again.
2011-12-07 15:35:19 +09:00
Bill Currie
66dffef936
Get trace_to_leaf working a little better.
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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.
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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.
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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.
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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