Bill Currie
12319cfcdf
Revert "Slightly reducde the number of calls to glUniformMatrix4fv."
...
This reverts commit e170f4ee75
.
It turns out I messed up something in the patch. I noticed the problem
while playing digs04.bsp: many sub-model surfaces, particularly those with
animated textures, were not being transformed correctly. As this patch did
not make a large performance difference, it's probably better to just
revert it. I might revisit it later.
2012-07-11 08:12:57 +09:00
Bill Currie
ede65fb28c
Use the correct source for the backtile width/height.
...
Yay, no more garbage on the screen :)
2012-07-09 15:56:51 +09:00
Bill Currie
5014825b39
Fix the backtile for glsl.
...
Since the backtile is loaded into a scrap and used as a subtexture, we
can't use GL's texture wrapping, thus do the wrapping ourselves. There are
some minor issues with the wrong part of the scrap being drawn: need to
investigate where the bug is (vrect, make_quad, etc).
2012-07-09 15:11:03 +09:00
Bill Currie
6e0907a6b1
Delay the "too many entities" check.
...
Rather than checking the raw edict count in the entities file against the
progs' max_edicts, check the allocated entity's number. This allows loading
of sophisticated maps (eg, digs04) that prune many of their entities.
2012-07-09 15:07:34 +09:00
Bill Currie
ce16750b04
Cache the max_edicts value in the progs struct.
...
Makes checks a little easier.
2012-07-09 15:06:42 +09:00
Bill Currie
e91b06a144
Better name for the edict count parameter to PR_LoadProgsFile.
2012-07-09 15:02:49 +09:00
Bill Currie
37260018a2
Acutally use the vertex colors for alias models.
...
Thanks to Spirit trying QF on nvidia drivers, the missing attributes were
found. Now he shouldn't get gl errors :)
2012-07-08 16:52:13 +09:00
Bill Currie
a6d9f5d931
Fix a parallel make issue.
2012-07-06 12:35:50 +09:00
Bill Currie
dbbd6f4535
Fix a couple of missing particle function pointers.
...
Discovered while getting the location markers working again.
2012-07-06 10:18:05 +09:00
Bill Currie
428d57b7e1
Don't attemt fullbright processing for an unavailable skin.
...
In the end, it turns out this is the correct fix for the gl seg on
overkill, because build_skin will correctly use the fully setup player skin
if the glskin doesn't have a texture associated with it.
2012-07-05 10:30:41 +09:00
Bill Currie
80bc0e9fb8
Make nq and qw use the new entity state struct.
...
This isn't really the best solution, but it does get things being shared
with the minimum of fuss.
2012-07-05 09:39:16 +09:00
Bill Currie
dea2f48477
Move entity_state_t into client/entities.h
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Also, start working on the shared entity manager.
2012-07-05 09:39:16 +09:00
Bill Currie
b65c41efcb
Move the colormod lookup table into a new lib.
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libQFclient is now here :) The first shared code is the lookup table.
2012-07-05 09:39:16 +09:00
Bill Currie
ef9e8d05c4
Avoid some unnecessary state changes.
...
Doesn't make much difference but it doesn't hurt.
2012-07-03 18:20:32 +09:00
Bill Currie
ee1cb24e3d
Move the call to R_SetFrustum to gl_R_SetupFrame.
...
This was meant to be part of the previous commit, but I forgot to write the
file :P
2012-07-03 16:08:12 +09:00
Bill Currie
a8e0bcabf9
Call R_SetFrustum in all renderers.
...
It turns out glsl, sw and sw32 weren't getting any benefit from R_CullBox
because the frustum wasn't setup :P. Get another 8% out of bigass1
(174->184fps). bigass1 now runs 2x as fast as it did before I started this
optimisation run :)
2012-07-03 15:57:33 +09:00
Bill Currie
e58cd75660
Bound r_maxdlights properly.
...
QF's implementation doesn't support more than 32 dlights (32 bit int).
2012-07-03 15:27:48 +09:00
Bill Currie
eefefb79b0
Rename char_queue to draw_queue.
2012-07-03 14:45:16 +09:00
Bill Currie
b25de4d995
Rewrite the 2d code to use a scrap.
...
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:
o icons and text are all in the one giant texture
o icons and text are mixed in the one queue
This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
Bill Currie
df35b22af4
Parameterize the linear filtering of scrap textures.
2012-07-03 12:10:24 +09:00
Bill Currie
e170f4ee75
Slightly reducde the number of calls to glUniformMatrix4fv.
...
It doesn't make a big difference to bigass1 (yet ?), but it does clean up
apitrace a little.
2012-07-03 10:57:35 +09:00
Bill Currie
1a6b56b0a2
Call glTexSubImage2D only once per frame.
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Instead of once per surface... ouch. Gives about 20% speed boost on demo1
(154.7->185.7)
2012-07-02 20:01:28 +09:00
Bill Currie
8fa92bf206
Add 32 button support to sdl and win as well.
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The world isn't x11 (much as I'd like it to be)
2012-07-02 16:51:14 +09:00
Bill Currie
7cd8806ec0
Add support for up to 32 mouse buttons.
...
My new mouse reports only up to 9 (skipping 6 and 9, it seems), but I
/have/ seen 32 button mice...
2012-07-02 16:33:57 +09:00
Bill Currie
4da3be5cd6
Get a minor speed gain in glsl bsp rendering.
...
About 4% (99.5 to 104.4) from not calling VertexAttrib4fv or BindTexture
when not necessary.
2012-06-29 22:13:20 +09:00
Bill Currie
603fe92cba
Add a callback for when key_dest is set.
2012-06-29 18:00:21 +09:00
Bill Currie
3406cad99a
Many distcheck fixes.
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Yay, bitrot :P
2012-06-29 10:49:21 +09:00
Bill Currie
415decb983
Use memmove instead of strcpy when deleting chars.
...
It seems recent(?) 64-bit strcpy implementations of strcpy don't work
properly for overlapping regions even when moving down. Quite the
surprise, as I thought that would always work. *shrug*
2012-06-23 20:54:55 +09:00
Bill Currie
7b231bc70e
Add support for /*..*/ comments to idparse
2012-06-23 19:43:22 +09:00
Bill Currie
aa2a8e8909
Mostly "merge" cl_screen.c.
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Down to protocol/networking differences.
2012-06-15 22:02:17 +09:00
Bill Currie
b2290d92c9
Nuke UNALIGNED_OK.
...
It's not really necessary (and was effectively dead anyway).
2012-06-15 22:02:17 +09:00
Bill Currie
e730608dd7
Implement r_flatlightstyles from fitzquake.
2012-06-15 22:02:14 +09:00
Bill Currie
b4ad695e16
Make info_t opaque.
...
I didn't like the way client/server code was poking around at the
implementation. Instead, provide a couple of accessor functions for the
same information.
2012-06-14 22:46:23 +09:00
Bill Currie
ac1bf2a158
Don't save unnamed fields.
...
There will normally be only one unnamed field (if any), and it's always the
null field. This will put an eventual end to the "'' is not a field"
messages.
2012-06-10 20:56:22 +09:00
Bill Currie
7d84800250
Remove an unnecessary if.
...
It needed during initial development of the patch, but with the refactoring
of s_init, it became redundant.
2012-05-28 07:58:11 +09:00
Bill Currie
01fb4f265d
Attempt to reconnect to jack on loss of connection.
2012-05-28 07:46:22 +09:00
Bill Currie
dbc203b625
And a few more bits of whitespace.
2012-05-23 08:21:27 +09:00
Bill Currie
23a38738fc
Massive whitespace cleanup.
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Lots of trailing whitespace and otherwise blank lines.
2012-05-22 08:23:22 +09:00
Bill Currie
85da69a96a
Transform normals wrt bones in sw and sw32.
...
Better lighting :), though any scaling/shearing will produce funny results,
and sw32's lighting is broken in general.
2012-05-20 15:21:25 +09:00
Bill Currie
b5add680f7
Add Mat4as3MultVec.
...
to transform a vertex without the translation (eg, for normals) without
having to have separate matrices.
2012-05-20 15:20:18 +09:00
Bill Currie
0fbaa2a88a
Add sw32 support for iqm models.
...
That was easy :)
2012-05-20 14:23:41 +09:00
Bill Currie
3087e685cc
Convert texcoords to fixed point.
...
Bah, another weekend wasted on an oversight :( However, Mr. Fixit looks
quite alright in the quake palette.
2012-05-20 10:02:44 +09:00
Bill Currie
f0285e5a08
Correct the texcoord conversion.
...
1.0 is to represent the last pixel, not one past it.
2012-05-20 08:51:15 +09:00
Bill Currie
e2db2dcb63
Support static iqm models.
...
Segging on a model with no animations is not nice :P
2012-05-19 21:26:11 +09:00
Bill Currie
d25f39cc7d
Remove pskindesc from affinetridesc_t.
...
It's never used after being set.
2012-05-19 09:29:05 +09:00
Bill Currie
c1eb3e77c3
Process each vertex texcoord only once.
...
Double converting texcoords results in 0,0 for all affected texcoords. Mr
Fixit was looking rather ill. Now he looks weird (something wrong in the
renderer?).
2012-05-19 09:15:26 +09:00
Bill Currie
d41bf32d91
Hopefully fix color conversion.
...
Hard to tell because the triangle rendering is still messed up. However,
storing negative values in bytes doesn't work :)
2012-05-19 09:14:07 +09:00
Bill Currie
be9c0697a2
Give sw iqm its own transform setup.
...
IQMs don't need to be scaled or offset. This fixes iqms not rendering,
though they actually were: just super tiny.
2012-05-19 00:43:26 +09:00
Bill Currie
c0517b1d97
Factor out the blend palette creation.
...
gl, sw and sw32 use blend palettes, so share the code. This also abandons
the optimization for transforming verts in sw (had all sorts of problems
anyway). sw still doesn't work, though.
2012-05-19 00:34:15 +09:00
Bill Currie
e069757ceb
Refactor the skin setup code.
2012-05-19 00:18:03 +09:00
Bill Currie
fb10f38fd4
SW now tries (but fails miserably) to render iqm models.
...
Something seems to be very wrong with the transforms.
2012-05-18 23:31:14 +09:00
Bill Currie
da87ac0ce5
Remove some unused parameters.
2012-05-17 21:33:22 +09:00
Bill Currie
da313cfae7
Load iqm models in the sw renderers.
...
sw32 loses 32 bit textures :/
loading is /slow/ (converting rgb(a) to 8bit palette... ouch.
2012-05-17 21:17:48 +09:00
Bill Currie
7637f35616
Remove the test scaling.
...
Heh, forgot to remove it again :)
2012-05-17 16:02:13 +09:00
Bill Currie
c3801d46e5
Render iqm models in GL.
...
There are still many issues to sort out, but the basics are working.
Problems:
rendered fullbright (no lighting done)
normals are ignored
extra textures (glow etc) not used/loaded
4 models on the screen don't seem to be a problem.
2012-05-17 15:58:29 +09:00
Bill Currie
f958afad53
Optionally allocate extra data for iqm blend frames.
...
Also, correct the blend parameter type (int->float. oops).
2012-05-17 15:57:07 +09:00
Bill Currie
c0df07b607
Enable loading of iqm models in gl.
...
They don't render yet, but the engine doesn't segfault.
The vertex blend indices are rewritten with blend palette indices.
2012-05-17 15:55:38 +09:00
Bill Currie
23284536b5
Move IQM freeing into common code.
2012-05-16 18:09:44 +09:00
Bill Currie
041d63c828
Move the frame blending into common code.
2012-05-16 17:44:18 +09:00
Bill Currie
8ada7c02a3
Remove the vertex scaling.
...
It was there only because mrfixit is rather small (8qu?) and it made
finding him easier :). Anyway, any scaling should be done in the engine.
2012-05-16 08:13:59 +09:00
Bill Currie
9984925fe8
Correct a comment.
2012-05-15 21:08:47 +09:00
Bill Currie
31772afd13
Add in some ambient light for iqm models.
...
Though the bsp loader doesn't yet support colored lighting, the ambient
light will be colored when it does. With this, I guess iqm model support is
done for glsl until I figure out how I want to do dual quaternion support.
2012-05-15 21:08:47 +09:00
Bill Currie
111377f1be
Use buffer objects for iqm vertex arrays and elements.
2012-05-15 21:08:47 +09:00
Bill Currie
5740dba467
Mark iqm models as need-load when clearing.
...
This fixes the segfault on map change.
2012-05-15 21:08:47 +09:00
Bill Currie
0fd2b01665
Update the shader to work as it should :)
...
I always thought it whould be "light - point" :P. Also, in normal maps, 127
is 0.
2012-05-15 21:08:47 +09:00
Bill Currie
c454b96d2a
Translate lights into entity space.
...
Finally, lights work "properly". Probably the nicest lighting we've ever
had :) (still have to put in ambient, though).
2012-05-15 21:08:47 +09:00
Bill Currie
1375c3cf03
Finally, load textures for iqm :)
2012-05-15 21:08:47 +09:00
Bill Currie
a032aa5adf
Get the lights working (as such).
...
They work nicely now when the normal map and texture are bypassed (don't
know what texture is getting used currently).
2012-05-15 21:08:47 +09:00
Bill Currie
8c5e278bf8
Implement frame blending for iqm.
...
Now that I have things working... :)
2012-05-15 21:08:47 +09:00
Bill Currie
a938c7fb14
Almost fix the animations.
...
There's still a problem with his finger tips and feet, but the rest of his
limbs seem to be working well. Much thanks to Spike for encouraging me to
do a dump of the matices that are actually sent to the card.
It turns out that animated joints remain relative right up to the last
moment.
2012-05-15 21:08:46 +09:00
Bill Currie
4ba69b511b
Make quat_origin the right type.
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It's quat_t, not vec3_t :P.
2012-05-15 21:08:46 +09:00
Bill Currie
202ab04572
Ensure the rotation quats are normalized.
...
Doesn't make any noticeable difference, but it doesn't hurt.
2012-05-15 21:08:46 +09:00
Bill Currie
31d89782ef
Use the correct index variable when byteswapping the arrays.
...
Not the cause of the broken animations :(
2012-05-15 21:08:46 +09:00
Bill Currie
7cda91a879
Temporarily disable dual quaternions.
...
The animation data isn't getting loaded or used properly (not sure yet).
This helps ensure it's not something I've done wrong with dual quats.
2012-05-15 21:08:46 +09:00
Bill Currie
4b38048a5c
Create functions for rotation and translation.
2012-05-15 21:08:46 +09:00
Bill Currie
5b4fdd2a93
Use the correct position for light calcs.
...
I should have remembered that gl_FragCoord wasn't right.
2012-05-15 21:08:46 +09:00
Bill Currie
2080c337d7
Avoid using malloc/free every model/frame.
2012-05-15 21:08:46 +09:00
Bill Currie
c2e0674d50
Implement R_IQMGetLerpedFrames().
...
Like R_AliasGetLerpedFrames, but for IQM. It calcualtes the current frame
number and blend between the previous and current frames.
2012-05-15 21:08:46 +09:00
Bill Currie
8387d987e2
Change position to vposition.
2012-05-15 21:08:46 +09:00
Bill Currie
099ef348c6
Advance the vertex attrib index.
...
Disabling the array right after enabling it was causing things to just not
work :P
2012-05-15 21:08:46 +09:00
Bill Currie
d1d4c6142c
Get the frame data from the right places.
...
Always using joint[0] of the frames wasn't very useful.
2012-05-15 21:08:46 +09:00
Bill Currie
74cb49ef7c
Free the blended frame data.
2012-05-15 21:08:45 +09:00
Bill Currie
551dfc47fb
Build the iqm vertex arrays in the correct order.
...
They need to be built in ascending type order (makes life easier in the
renderer).
2012-05-15 21:08:45 +09:00
Bill Currie
bea8f8f9c4
Fix a segfault when searching for dlights.
...
Uninitialized var bites my bum :P
2012-05-15 21:08:45 +09:00
Bill Currie
2e98c31175
Check the corrent bits when reading scale frame data.
...
Fixes the invalid reads when loading an iqm (at least for mrfixit).
2012-05-15 21:08:45 +09:00
Bill Currie
9c69404163
Attempt to render iqm models.
...
Things are a right mess (segfaults, invalid accesses on load, etc), but
hey, it's a start :)
2012-05-15 21:08:45 +09:00
Bill Currie
15fd3be73a
Allow iqm models when storing efrags.
2012-05-15 21:08:45 +09:00
Bill Currie
a880f33152
Set the model type for iqm.
...
Forgot this rather important step :P
2012-05-15 21:08:45 +09:00
Bill Currie
41e7a6c70c
Search for the "nearest" dlights.
...
Nearness is a function of both distance and intensity: distant bright
lights can take priority over close dim lights.
2012-05-15 21:08:45 +09:00
Bill Currie
0becd35b65
Begin work on rendering iqm models.
...
No chance of working yet, but the shaders compile :)
2012-05-15 21:08:45 +09:00
Bill Currie
078cb10caf
Add a stride field to iqm_t.
...
Since iqm vertex arrays are variable, and I don't want to calculate the
stride every time I render a model, cached the value used when building the
arrays.
2012-05-15 21:08:45 +09:00
Bill Currie
15d35fbdc9
Add mvp_mat and some comments.
2012-05-15 21:08:45 +09:00
Bill Currie
59c5bf2f9e
Code up an initial version of the iqm vertex shader.
...
Probably more bugs than an old kitchen cupboard :P
2012-05-15 21:08:45 +09:00
Bill Currie
6ab3bd45e5
Implement IQM animation loading.
...
Bone poses are converted to dual quaternions + shear + scale for nice
skinning. Will likely be slow for software skinning, but too bad.
2012-05-15 21:08:45 +09:00
Bill Currie
bf38e6073e
Implement iqm joint loading.
2012-05-15 21:08:44 +09:00
Bill Currie
9f253454e4
Implement and test Mat4Inverse().
2012-05-15 21:08:44 +09:00
Bill Currie
fa6270322f
Make Mat4Decompose a little more intuitive.
...
Params are now in application order (good thing not much code uses it yet).
2012-05-15 21:08:44 +09:00
Bill Currie
de131c18ad
Add VectorShear and really test Mat4Decompose.
...
And the tests really exercised VectorShear (first attempt had things
messed up when more than one shear value was non-zero). Also,
Mat4Decompose wasn't orthogonalizing the z axis row. Oops. Anyway,
Mat4Decompose is now known to work well, and the usage of its output is
understood :)
2012-05-15 21:08:44 +09:00
Bill Currie
8cea6b0a1e
Fix a scaling snafu in Mat4Decompose.
...
Found when checking how rotation affects non-uniform scaling (haven't
written proper tests yet: need to figure out how).
2012-05-15 21:08:44 +09:00
Bill Currie
82abd5e426
More matrix tests.
2012-05-15 21:08:44 +09:00
Bill Currie
730f9668bd
Add support for mat4 * vec3
2012-05-15 21:08:44 +09:00
Bill Currie
50af8a562e
Add tests for matrix decomposition and fix the bugs.
2012-05-15 21:08:44 +09:00
Bill Currie
52ab4f64f9
Add code for loading vertex colors.
...
And correct an oopsie in bledweights.
2012-05-15 21:08:44 +09:00
Bill Currie
215d2e9747
Add a function to decompose a matrix.
...
The function gives rotation(quaternion), scale, shear, and translation (all
three as vectors), shear is (XY, XZ, YZ).
2012-05-15 21:08:44 +09:00
Bill Currie
1be9384f10
Load the iqm vertex and triangle data.
...
Still have the meshes, joints and animations to go.
2012-05-15 21:08:43 +09:00
Bill Currie
8aabb704d2
Add tests for inverting a dual quad transform.
2012-05-15 21:08:43 +09:00
Bill Currie
f874aeb941
Add support for duals and dual quaternions.
...
Not everything is unit-tested, but the currently important stuff is.
2012-05-15 21:08:43 +09:00
Bill Currie
3b938592c3
Dump some gl limits.
2012-05-15 21:08:43 +09:00
Bill Currie
26a878da48
Stub out the iqm loader.
2012-05-15 21:08:43 +09:00
Bill Currie
e6c0512f31
Ensure dstring has space for terminating 0.
...
It seems (some versions of) windows vsnprintf don't count the terminating 0
when limiting the number of chars written to the buffer. Nor do they
guarantee the output string will be terminated.
2012-05-10 14:48:43 +09:00
Bill Currie
0036a5e113
Ensure edict_size is never 0.
...
Avoids division by / in NUM_FOR_EDICT
2012-05-06 21:35:42 +09:00
Bill Currie
099d9ec3f2
Move the increment of order out of the loop.
...
I don't know what gcc's optimizations would do with it, but it seems quite
reasonable to pull the code out of the loop by hand.
2012-05-05 18:01:00 +09:00
Bill Currie
cf5c9f067f
Make GL_DrawAliasShadow const correct.
...
Despair's having troubles with segfaults that I can't reproduce. If it's a
strict aliasing problem, this might help.
2012-05-05 17:55:30 +09:00
Bill Currie
a43bd755ca
Fix the 32-bit x86 build of the software renderer.
...
I really need to remove the sledge-hammer approach, but this at least gets
QF working out-of-the-box on 32-bit x86 systems.
2012-04-28 13:02:36 +09:00
Bill Currie
8791b35e55
Add support for half floats.
...
iqm and OpenGL use them, so they might come in handy. The tests use values
from wikipedia and a couple extra.
2012-04-26 20:55:11 +09:00
Bill Currie
1a0ccf6a92
Add vec = quat * vec to the progs engine.
2012-04-26 11:58:20 +09:00
Bill Currie
0a22a98b60
Fix some mis-versioned opcodes.
...
Many of the quaternion opcodes were marked as being available for id progs.
oops
2012-04-26 10:26:43 +09:00
Bill Currie
efaef89c5f
Add a shortcut function for quaterion/vector multiplication.
...
I got the idea from blender when I discovered by accident that quat * vect
produces the same result as quat * qvect * quat* and looked up the code to
check what was going on. While matrix/vector multiplication still beats the
pants off quaternion/vector multiplication, QuatMultVec is a slight
optimization over quat * qvect * quat* (17+,24* vs 24+,32*, plus no need to
to generate quat*).
2012-04-26 09:48:08 +09:00
Bill Currie
7b0d48313d
Fix a signed type mixup.
...
I mis-applied calim's patch, and gcc failed to tell me :(
2012-04-26 07:28:22 +09:00
Bill Currie
20b7a46100
Remove a bogus model type check.
...
This allows 16-bit alias models to render when viewd straight on.
2012-04-25 11:50:20 +09:00
Bill Currie
ba7046ea09
Allow large skins in sw32.
...
Dirty rotten magic numbers :P
2012-04-25 10:47:44 +09:00
Bill Currie
866c56c236
Do not try to lerp entities when their model changes.
...
This avoids sending invalid pose data to the renderer. The symptom was a
vertex array offset higher than the vertex array size. Discovered by calim
of nouveau while he was debugging a driver problem found by QF. Many
thanks.
2012-04-25 10:09:23 +09:00
Bill Currie
a7870a98a1
Apply a couple of patches from calim of nouveau.
...
One's an actual bug, the other a bit of error checking (not sure how
necessary it is, but it's in code that we don't /want/ to run, so it can't
hurt :)
2012-04-25 08:48:46 +09:00
Bill Currie
e167300a84
Fix a segfault in the sw32 renderer on entering e1m7
...
While this particular tigger of the real bug was caused by 659d95221e
(hopefully fix both the "get stuck waiting for 3d" bug and the null
worldmode bug.), the real bug was lurking in the code since the dawn of
time (from sw32's perspective). This fix is as per LordHavoc's suggestion
(heh, despite the years, he knows his code), but I spent the time hunting
down the trigger to understand just what was going on.
It turns out that (0,0,0) is too close to a wall (probably on, but the
slight default offset is too close) and the above commit changed the first
rendered frame to be before the player origin was set rather than after.
This fix feels correct to me because noclipping around with the sw32
renderer would probably hit the same bug with a bit of bad luck. Thus
ensure the index resulting from zi never exceeds 65535.
2012-04-24 22:02:20 +09:00
Bill Currie
95cef4a73e
Correct a spelling error.
2012-04-24 14:12:54 +09:00
Bill Currie
bc1b483525
Nuke the rcsid stuff.
...
It's pretty useless in git.
2012-04-22 10:56:32 +09:00
Bill Currie
1fd84477a2
Rename char to dchar in the text vertex shader.
...
Thanks to Spirit :)
Turns out certain drivers (nvidia?) reserve "char" even though opengl does
not. This should fix his missing console text.
2012-04-21 20:59:04 +09:00
Bill Currie
3b07928373
Fix an inconsistent numeric constant.
...
While checking the shaders to see if there might be anything obvious to
work around the current nouveau shader issues, I found a 1 that should have
been a 1.0. I'm surprised it ever compiled.
2012-04-20 16:30:25 +09:00
Bill Currie
561484842c
Fix some snafus in PL_ParseData
...
Found them by inspection while writing a python version of qfplist.
2012-04-17 21:26:33 +09:00
Bill Currie
878764f79d
Fix some segfaults in nq-server.
2012-04-15 15:11:16 +09:00
Bill Currie
6f026e9116
Fix some segfaults in server model loading.
...
I'd forgotten to test the servers when I did the vid_plugin changes.
2012-04-15 14:12:00 +09:00
Bill Currie
bbd277cb72
Fix building libQFrenderer as a helper library.
2012-04-12 17:16:40 +09:00
Bill Currie
61ae793367
Fix two broken symbols for sw32.
...
Now all 4 render plugins load as standard plugins (though there's still a
problem with libQFrenderer.so)
2012-04-12 17:12:24 +09:00
Bill Currie
633f70b2f1
Remove a functionally dead symbol.
...
The only purpose clearnotify seemed to be serving was to stop the console
plugin from loading :P
2012-04-12 17:05:42 +09:00
Bill Currie
7fc99f9c60
Fix gl and glsl support in sdl.
2012-04-12 16:47:37 +09:00
Bill Currie
ab486dcdf6
Unregister the quit command before registering it.
...
This fixes the quit menu not working.
2012-04-12 15:07:28 +09:00
Bill Currie
e784754a11
Disable the gl_triplebuffer check in glsl.
...
It doesn't seem to have any useful effect in QF (even before the plugin
project) other than setting the number of frames to update. I'm not sure if
it's a useless variable or one where the user is supposed to match it to
the system configuration. Anyway, with this, the glsl plugin now works.
2012-04-12 14:40:02 +09:00
Bill Currie
8401704c4e
Connect up palette setting for gl and glsl.
...
The GL plugin now seems to work. GLSL still segs :(
2012-04-12 13:57:05 +09:00
Bill Currie
525dbcc13e
Ensure code paths stay within the one renderer.
...
The gl renderer calling sw functions is bad news. Still all black, but I
think that's because palette setting is disabled.
2012-04-11 22:45:23 +09:00
Bill Currie
898bfa5e5f
Split up the vid plugin init sequence.
...
This gets gl so it no longer segs. However, the screen remains black
(expect for cshifts).
2012-04-11 16:44:38 +09:00
Bill Currie
6ff658afe4
Use r_funcs in the client console plugin.
...
Getting the sw renderer's functions when running gl was nasty.
2012-04-11 16:38:15 +09:00
Bill Currie
d62772e9cc
Separate render module loading from initialization.
...
This allows the vid module to load the render module and access render
specific functions before the renderer initializes, which happens to need
an initialized vid module...
2012-04-11 14:58:56 +09:00
Bill Currie
799a0ae018
Fix a bogus cshift calculation in sw32.
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Found via valgrind and gammatable having become malloced instead of static.
2012-04-11 14:58:55 +09:00
Bill Currie
07ab5600c9
Recache viddef in *D_InitCaches.
...
sw32 now at least doesn't seg, but doesn't draw any 3d. sw renderer seems
to work.
2012-04-11 14:58:55 +09:00
Bill Currie
42868d308e
Initialize the skins and particles subsystems.
2012-04-11 14:58:55 +09:00
Bill Currie
6ea4e6617a
Connect up viddef properly.
...
Or mostly so, anyway. sw32 is actually putting stuff on the screen.
2012-04-11 14:58:55 +09:00
Bill Currie
4d9c3408a1
Start putting the pieces back together.
...
The renderer now gets initialized and things sort of work (qw-client will
idle, though nothing is displayed). However, as the viddef stuff is broken,
it segs on trying to run the overkill demo.
2012-04-11 14:58:55 +09:00
Bill Currie
1d864521e9
Fix the sprite model loader for plugins.
2012-04-11 14:58:55 +09:00
Bill Currie
cbdbfdd12f
Fix the alias model loader for plugins.
2012-04-11 14:58:55 +09:00
Bill Currie
52e518bb1b
Fix skin functions for plugins.
2012-04-11 14:58:55 +09:00