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
Bill Currie
5f3573143a
the beginnings of a jihad against buffer overflows
2003-05-08 23:24:02 +00:00
Bill Currie
eb099ae0d3
make qf gcc 3.3 clean
2003-04-17 00:01:48 +00:00
Bill Currie
01bff9c79e
WildCode's alias model VA prepatory patch
2003-04-08 04:13:49 +00:00
Ragnvald Maartmann-Moe IV
88c2735d9c
Make sprite rendering use vertex arrays, as a test for detection of vertex array support (tests only for OpenGL 1.1 or better, at the moment, no driver blacklist yet).
2003-03-20 19:58:18 +00:00
Bill Currie
c186266f06
whitespace
2003-03-12 02:21:51 +00:00
Bill Currie
bb5f5e0a0c
fix a couple of gcc 2.95 warnings
2003-02-19 21:41:37 +00:00
Ragnvald Maartmann-Moe IV
e3ea39e67b
QuakeForge now supports map specific textures in textures/mapname/
.
2003-02-19 17:41:16 +00:00
Bill Currie
851d203916
work towards a more secure qfs
2003-02-14 22:36:10 +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
...
autoconfiscated so rcsid will continue to work with gcc 3.3
2003-01-15 15:31:36 +00:00
Bill Currie
71196fedf6
make gcc more anal about prototypes, string constants and function
...
visibility (ie, global functions must have a prototype)
2003-01-06 18:28:13 +00:00
Bill Currie
ca4b3acd6c
big protototype cleanup. Now, except for a few cases, all non-static
...
prototypes are in headers files.
2002-11-05 19:12:51 +00:00
Bill Currie
d7e7b7de7d
cause the model to load into a calloced buffer rather than the hunk temp
...
region to avoid the data getting corrupted by cache shufflings. This
/should/ fix the bad extents bug (Closes : #37 )
2002-10-11 02:54:02 +00:00
Bill Currie
75c7119cd8
gamma correct the loaded lightmaps so swgamma works better (MUCH better:)
2002-09-15 05:04:14 +00:00
Bill Currie
f7b4dffcc0
get larger player skins working in gl
2002-09-13 05:32:28 +00:00
Ragnvald Maartmann-Moe IV
cb241c50bf
Replace * with # in map names, rather than _. Seems to be the "standard" for replacement textures.
2002-09-10 23:40:13 +00:00
Ragnvald Maartmann-Moe IV
b7c2f5efa3
Allow loading textures from textures
directory, as well as from maps.
2002-09-06 21:52:11 +00:00
Ragnvald Maartmann-Moe IV
c4609f5195
Experimentally allow external texture loading. Also prevent loading RGB textures as RGBA, which wastes a lot of texture memory, and looks ugly on 16bpp boards.
2002-09-06 21:37:22 +00:00
Ragnvald Maartmann-Moe IV
92db391e7c
Optimize model rendering a hair. WildCode spotted that minimum shade was only being applied to the view model (why do we set it up for other stuff if it's not going to be used?). While looking at that, I noticed we could do the divide by 200 in model setup.
2002-09-01 23:45:22 +00:00