Bill Currie
b011f91018
[model] Clean up alias skin loading a little
...
The improved allocation overheads have been implemented for gl and sw,
and glsl no longer uses malloc. Using array textures will have to wait
as the current texture loading code doesn't support them.
2022-04-04 17:47:21 +09:00
Bill Currie
e40f3f4f93
[model] Make alias skin loading a batch operation
...
Really, this won't make all that much difference because alias models
with more than one skin are quite rare, and those with animated skin
groups are even rarer. However, for those models that do have more than
one skin, it will allow for reduced allocation overheads, and when
supported (glsl, vulkan, maybe gl), loading all the skins into an array
texture (since all skins are the same size, though external skins may
vary), but that's not implemented yet, this just wraps the old one skin
at a time code.
2022-04-04 15:38:27 +09:00
Bill Currie
54604d9aa2
[util] Make hunk (optionally) thread-safe
...
For now, the functions check for a null hunk pointer and use the global
hunk (initialized via Memory_Init) if necessary. However, Hunk_Init is
available (and used by Memory_Init) to create a hunk from any arbitrary
memory block. So long as that block is 64-byte aligned, allocations
within the hunk will remain 64-byte aligned.
2021-07-29 11:43:27 +09:00
Bill Currie
5f93c115ff
[util] Make developer flag names easier to manage
...
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00
Bill Currie
ea72d0c60e
[model] Clean up the globals for alias models
2021-02-01 21:11:45 +09:00
Bill Currie
bb6c6963d2
[model] Clean up the globals around model loading
...
Covers only the generic load code (alias etc to follow), but this should
take care of a lot of issues in the future.
2021-02-01 14:39:00 +09:00
Bill Currie
7970525ef4
[util] Make va thread-safe
...
It now takes a context pointer (opaque data) that holds the buffers it
uses for the temporary strings. If the context pointer is null, a static
context is used (making those uses of va NOT thread-safe). Most calls to
va use the static context, but all such calls have been formatted
consistently so they are easy to find when it comes time to do a full
audit.
2021-01-31 16:05:48 +09:00
Bill Currie
e50430e00c
[image] Add parameter to load only the header
...
I want to be able to calculate texture sizes without actually loading
the images.
2021-01-19 10:15:57 +09:00
Bill Currie
dacda50130
[renderer] Stub out all the vulkan functions
...
nq-x11 now gets through all three demos without crashing (but without
rendering anything useful, though).
2021-01-18 12:46:06 +09:00
Bill Currie
4f58429137
Fix an unhealthy pile of gcc 8 warnings.
...
While some of the warnings were merely annoying, some where actual bugs or
unearthed bugs in related code.
2018-08-20 00:05:00 +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
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
Bill Currie
8530959752
Link the model libs to the render plugins.
2012-04-11 14:58:53 +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
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
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
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
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
d66934942d
nuke Con_Printf and Con_DPrintf and use Sys_* instead
2007-11-06 10:17:14 +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
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
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
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
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
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
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
f7b4dffcc0
get larger player skins working in gl
2002-09-13 05:32:28 +00:00
Bill Currie
ec47e08e1c
go back to using QFile, quakeio.h and quakefs.h
2002-08-27 07:16:28 +00:00
Ragnvald Maartmann-Moe IV
e2e605841f
Code in variable declarations. Yuck. *thwaps taniwha*
2002-08-25 16:51:30 +00:00
Ragnvald Maartmann-Moe IV
19315a399f
Whitespace, comment cleanups.
2002-08-25 14:25:38 +00:00
Ragnvald Maartmann-Moe IV
44e2fbaa87
More whitespace.
2002-08-22 20:06:30 +00:00
Ragnvald Maartmann-Moe IV
e9febea31c
Whitespace.
2002-08-19 06:00:31 +00:00
Ragnvald Maartmann-Moe IV
df55030fa8
Fix alias bounding box sizes, so that large critters don't disappear when at edge of view frustrum...
...
(Taken and debugged from tutorial on quakesrc.org)
2002-06-14 09:33:37 +00:00
Bill Currie
44dcf74627
strip the \n from all(?) of the Sys_Error calls (Sys_Error itself will be
...
adding \n).
2002-05-14 06:12:29 +00:00
Bill Currie
b322835767
fix a missing \n
2002-04-03 18:50:36 +00:00
Bill Currie
26d7463be7
the majority of raptor's sgi build patch. I'll look at the last two bits
...
(server.c and vid_sdl.c) later.
2002-03-03 06:03:51 +00:00
Bill Currie
6dbdfc0464
yeah, it's an icky global, but it's actually the right way to get at the
...
model header in the model loader.
2002-01-17 02:10:06 +00:00
Seth Galbraith
778af4276e
external tga skin loading, doesn't work for players (teamcolor stuff)
2002-01-16 20:32:39 +00:00