Bill Currie
05f489735e
code cleanups and possibly minor optimisations
2001-09-07 21:15:08 +00:00
Bill Currie
c762151df6
comment on the code duplication for the texture resamplers
2001-09-07 17:12:02 +00:00
Bill Currie
ffd9e727a8
roll the skin resampling loops back up
2001-09-07 17:05:56 +00:00
Ragnvald Maartmann-Moe IV
0d0e570676
Small particle trail speedup/legibility/flexibility improvement, at price of redundant code in sw/sw32. Tradeoffs. *sigh*
2001-09-07 05:37:11 +00:00
Bill Currie
d7675ada7a
move the particle count multiplication out of the renderer and into the clien
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(for blood and gunshot, anyway).
2001-09-06 05:41:15 +00:00
Ragnvald Maartmann-Moe IV
4c7e60e73a
Rearrange "rocket" trail code. Some small optimizations, mostly a cleanup, will make tweaking individual effects separately easier.
2001-09-06 04:26:53 +00:00
Ragnvald Maartmann-Moe IV
7d52c663a3
Convert a few rand to qfrandom, and a tiny optimization (more of a cleanup, really).
2001-09-05 09:06:48 +00:00
Ragnvald Maartmann-Moe IV
55f0fed0b6
Replace lhrandom with qfrandom, a different convenience macro with better random number distribution (see man 3 rand).
2001-09-05 06:20:45 +00:00
Ragnvald Maartmann-Moe IV
d2c041cae6
Remove and ifdef out currently unused code.
2001-09-05 04:25:47 +00:00
Ragnvald Maartmann-Moe IV
75aaccf9f0
Prettier, but slower particle effects. Also skip particle physics when r_particles 0.
2001-09-05 02:04:02 +00:00
Bill Currie
2e1a5112bd
give r_particles a callback to clear all particles when set to 0 and do
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some general cleanup to the gl particles code
2001-09-05 00:08:54 +00:00
Ragnvald Maartmann-Moe IV
65c526c057
Some minor cleanups, and lots of particle effects tweaks.
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Less blinding rocket trails is probably the most noticable change, other than a nice speedup in nq timedemos. Little change for overkill, though. Aw...
2001-09-04 10:32:51 +00:00
Bill Currie
dc4cd343b5
id's sky code is back (gl_sky_clip 2 when no skybox is loaded). Not as fast
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as the black polygons (duh:) and not as nice looking as the sky dome, but also
not as slow (fps when standing in the normal coridor looking at the sky in
start: 26 for skydome, 37 for id skys, 44 for black). Good for when you want
to see sky other than black but your card can't handle the fillrate
requirements of skydome. I'll clean up the sqrt in there soonish.
2001-09-03 06:12:10 +00:00
Ragnvald Maartmann-Moe IV
ed4de07e9a
Header and variable declaration cleanups, tiny bit of whitespace.
2001-09-01 08:57:04 +00:00
Bill Currie
ea614fc2c6
turns out the sprite models are /not/ relocatable, so back out that change
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in favor of cleaning up the accessors
2001-08-31 17:33:25 +00:00
Adam Olsen
384dfb7b66
- partial work for putting sprites in the cache.
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doesn't currently build.
2001-08-31 15:32:11 +00:00
Adam Olsen
f1a016c8a5
- Refine the Cache_Get callback, to use a void * instead of a char *
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- Switch alias models over to Cache_Get/Cache_Release
2001-08-31 12:22:45 +00:00
Bill Currie
d81d7fd02c
glColor cleanup
2001-08-30 18:24:19 +00:00
Bill Currie
0d55476711
make VectorSubtract and VectorCompare macros and clean up the readability
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of R_DrawParticles
2001-08-29 20:19:54 +00:00
Bill Currie
5902dcca6a
code cleanup
2001-08-29 03:27:31 +00:00
Ragnvald Maartmann-Moe IV
793efd6976
Whitespace.
2001-08-27 01:00:03 +00:00
Ragnvald Maartmann-Moe IV
b1666defb9
Remove unused code.
2001-08-26 19:47:35 +00:00
Ragnvald Maartmann-Moe IV
da1c680364
Whitespace.
2001-08-26 17:13:33 +00:00
Ragnvald Maartmann-Moe IV
06dd45bdb1
Merge common lighting code. Still some lightmap-related code in *_rsurf.c that might be mergable. This is the first step towards 3 component lighting for the sw32 renderer.
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Note that gl_lightmap_components is now r_lightmap_components, and gl_dlight_lightmaps is now r_dlight_lightmaps.
2001-08-25 23:23:14 +00:00
Ragnvald Maartmann-Moe IV
c6266aba36
sw32. Flee in terror. This'll break compilation for everything until -sdl32 compiles. sw32 wont work for a while either, so don't get overly excited yet.
2001-08-25 02:47:11 +00:00
Ragnvald Maartmann-Moe IV
e7fb6a1100
Whitespace, comment cleanups, and a very tiny cleanup/micro-optimization for R_AddDynamicLights.
2001-08-22 11:00:25 +00:00
Bill Currie
ec3eed4c7a
don't do the lerp calcs for blend == 0 or blend == 1
2001-08-21 05:46:55 +00:00
Bill Currie
0d82df96b0
ah, found the correct fix :)
2001-08-21 05:29:15 +00:00
Bill Currie
7ea46cf4ed
disable lerping of the shadedots. stops the flicker but some lighting will
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probably be a little funny.
2001-08-21 05:16:30 +00:00
Bill Currie
9bad6b89bb
lerping works again. flames no longer flicker, but players do a /little/
2001-08-21 03:49:17 +00:00
Ragnvald Maartmann-Moe IV
b868a09661
Kill off gl_view.c and sw_view.c. Renderer merge is more or less complete now. Software and gl renderers now calculate color shifts the same way, and sw looks a bit different now. Powerups don't shift enough in sw right now, IMO.
2001-08-10 00:28:57 +00:00
Bill Currie
06946d6ab4
memset doesn't use bits 8+
2001-08-08 23:32:09 +00:00
Bill Currie
3047a6a4ba
this seems to fix the flickering dlights problem. surface visibility was
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calculated too late for light marking.
2001-08-08 22:20:57 +00:00
Ragnvald Maartmann-Moe IV
a4ea8d088a
Header sort.
2001-08-07 21:35:54 +00:00
Bill Currie
0cba1b0f62
pre-calculate blended alias frame verteces and don't bother doing any
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blended calculations for single pose frames/models
2001-08-07 21:18:49 +00:00
Bill Currie
c64c31b2e9
white space
2001-08-07 17:27:28 +00:00
Bill Currie
9ac148dd69
freaking out by one error :/ I'm suprised previous runs worked at all, but
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with this correction I am finally seeing the expected speed boost (12% on my
c450 using my null GL lib).
2001-08-06 04:13:41 +00:00
Bill Currie
ece21540f7
almost working. just need to figure out why vis info isn't doing the right
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thing (I suspect a bug in my deconpression)
2001-08-05 23:17:55 +00:00
Bill Currie
899d8385a9
fix a subtle bug with the lava hall to e3 in start
2001-08-05 06:10:27 +00:00
Bill Currie
dcc6a76313
make SURF_LIGHTBOTHSIDES work and fix a bug in Mod_PointInLeaf that was
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preventing grenades from lighting up surfaces when using the vis lighting
2001-08-05 05:59:15 +00:00
Bill Currie
8883bbb369
some lighting fixes. not quite there yet
2001-08-05 05:07:49 +00:00
Bill Currie
647d38fa40
Make R_MarkLights use the vis info to speed things up. Oddly, even though
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R_MarkLights is now about 3% instead of about 15%, I've lost 8 fps on my
null GL speed test. However, R_AddDynamicLights has jumped up a bit, so I'm
wording if maybe more surfaces are being lit.
2001-08-05 04:01:45 +00:00
Ragnvald Maartmann-Moe IV
2887dd3950
Fix issue with gl_lightmap_components 4 and lightmap updates.
2001-08-02 04:12:26 +00:00
Ragnvald Maartmann-Moe IV
fd0c5aab36
Garbage comment removal.
2001-08-02 02:28:17 +00:00
Ragnvald Maartmann-Moe IV
6e9b51edfc
(Optionally) Use glTexSubImage2D for lightmap updates. Doesn't give as large a boost as I'd hoped, but will matter far more as other optimizations happen. New cvars gl_lightmap_align does nothing yet, and gl_lightmap_subimage only works in mode 0 and 1. Mode 2 (should be fastest mode on most cards) will eventully get implemented...
2001-08-02 02:18:04 +00:00
Bill Currie
56bb92a7f9
make gl_sky_clip 3 do as originally promises
2001-07-22 02:06:02 +00:00
Ragnvald Maartmann-Moe IV
54cda68878
Just a bit of whitespace and comment cleanup.
2001-07-21 23:18:59 +00:00
Ragnvald Maartmann-Moe IV
1461143371
Spiffed up scrag and hellknight missile particle trails. (Partly inspired by darkplaces, though not identical to LordHavoc's)
2001-07-21 20:32:45 +00:00
Bill Currie
1c9e1b176f
fear the mighty const correct patch
2001-07-15 07:04:17 +00:00
Bill Currie
c38ca8e2f1
qfplist.h:
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remove include of glob.h. not needed and causes win32 build to fail
plugin.c:
include compat.h and cast the return of GetProcAddress
gl_funcs.c:
fix parse error and type mismatch
qfgl_ext.c:
half re-write QFGL_ExtensionAddress to use QFGL_ProcAddress
vid_wgl.c:
fix for the new gl linking
2001-07-05 17:28:19 +00:00