Bill Currie
9ed9832789
bring back the alpha setting for dlights (finally found out what it was
...
for) and "fix" the wayward dlights in mvds: caused by svc_muzzleflash being
written before the player updates. Should probably fix properly that in the
server too.
2004-05-03 06:21:39 +00:00
Bill Currie
57ffcae9fe
remove some dead code
2004-05-03 04:52:00 +00:00
Bill Currie
fc4211c257
the rest of Grievre's lighting tweaks
2004-05-02 21:21:00 +00:00
Ragnvald Maartmann-Moe IV
f0d9008fa4
Swap normal/vertex order to match order they are accessed in during render.
...
Optimization from Grievre.
Also fix a minimum light clamping to actually be applied.
2004-04-28 20:27:11 +00:00
Bill Currie
1c0735d0c9
* taniwha mutters about end-runs (sorry, Grievre)
2004-04-28 04:07:50 +00:00
Bill Currie
785307fd9a
Grievre's lighting tweeks
2004-04-27 22:18:23 +00:00
Bill Currie
b62f3c98d9
full path reporting when writing screenshots
2004-04-14 03:31:08 +00:00
Bill Currie
6c1c39c4d2
don't fudge the maxdist by 0.75. no clue why that was done, but it was the
...
cause of the bogusly lit surfaces (not sure why, though. imaginary numbers,
maybe?). timedemo runs are a little more variable :/
2004-03-17 04:47:55 +00:00
Ragnvald Maartmann-Moe IV
509cd09491
Make nearer cloud layer speed more sane for skydomes.
2004-03-15 21:45:45 +00:00
Ragnvald Maartmann-Moe IV
29502c8f5a
Lots of optimizations, particularly for GL state changes, and tweak lighting a
...
bit more.
Also a cleanup from Grievre: Use VectorIsZero in two places in gl_mod_alias.c.
2004-03-15 21:32:19 +00:00
Ragnvald Maartmann-Moe IV
1fe06c326b
More of my experimental GL lighting tweaks.
2004-03-11 01:03:51 +00:00
Ragnvald Maartmann-Moe IV
9cd16b8dfd
Grievre's lighting patch, plus some of my own changes.
...
My changes:
Emit normals if truform is enabled.
Attempt to avoid 0,0,0 normals (makes lighting & tesselation unhappy).
Fix some (ancient) apparent bugs in GetAliasFrameVerts16().
Clamp minlight, instead of adding it.
Apply colormod as glColor, rather than adding it to emission, to prevent QSG2
issues with fullbrights.
Rearrange init code, and don't go quite as wild with responsiveness to lights.
Material & lightmode settings will need tweaking & testing to work well on all
cards. Feedback needed there.
2004-03-10 08:14:38 +00:00
Chris Ison
68a1a50f1f
fix for gl_overbright init order bug, maybe Despair can come up with a better way
2004-03-08 18:42:42 +00:00
Ragnvald Maartmann-Moe IV
b7df0b5278
Remove gl_doublebright, remove fractional overbrights, clean up init a bit,
...
uglify init a bit. Stuff for taniwha to look at. Nothing to see here, move
along.
2004-03-07 23:51:29 +00:00
Bill Currie
cd1fc18ea4
gl_lightmap_subimage 2 now works, but only if using r_lightmap_components 4
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(with dri, anyway, ymmv).
2004-03-05 21:53:34 +00:00
Bill Currie
2955fac550
first step of centerprint/finale cleanup. fixes the misplaced text for
...
end-of-episode text
2004-03-01 23:47:39 +00:00
Ragnvald Maartmann-Moe IV
58d67f9a75
Lighting init fixes.
2004-02-29 04:50:01 +00:00
Ragnvald Maartmann-Moe IV
fde6e5bf61
Reduce ifs a bit, clean up init a bit. Minor problem with gl_doublebright. LIH.
2004-02-29 01:49:41 +00:00
Ragnvald Maartmann-Moe IV
e29e469646
Multitexture state fix. Harmless so far, but testing carefully helps us avoid
...
state leak horrors.
2004-02-27 21:42:52 +00:00
Ragnvald Maartmann-Moe IV
8c6cc34f83
Fix overzealous optimization which did interesting things to lightmapping when
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not using multitexture.
2004-02-27 21:36:41 +00:00
Ragnvald Maartmann-Moe IV
cdb02edc88
Make whitespace consistent. yay.
2004-02-27 15:49:15 +00:00
Ragnvald Maartmann-Moe IV
6059c7b4df
...space
2004-02-27 08:51:26 +00:00
Ragnvald Maartmann-Moe IV
997f5feabe
Tiny bit of loop unrolling.
2004-02-27 08:29:56 +00:00
Bill Currie
228c5a0ecf
don't bother binding unmodified lightmaps
2004-02-26 00:33:24 +00:00
Ragnvald Maartmann-Moe IV
beeb1822b3
Fix multipass skydome rendering. Not sure layer speeds are right, but at least
...
they move at different speeds like they are supposed to.
2004-02-24 20:53:09 +00:00
Ragnvald Maartmann-Moe IV
44c89c1904
Optimize fullbright testing for brushes, assorted other cleanups, test for
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functions built into current GL drivers, as well as the old extensions, and
add incorrectly rendering BGRA support.
Whee!
2004-02-24 20:50:55 +00:00
Bill Currie
680c246e22
the inline went wandering by mistake. gives a tiny (< 0.5%) gain, but a
...
gain none the less
2004-02-23 04:46:55 +00:00
Ragnvald Maartmann-Moe IV
496025473c
Remove no-longer needed parameters from function calls.
2004-02-23 04:25:53 +00:00
Ragnvald Maartmann-Moe IV
872498a1f0
Reorder a lot of code, removing tons of ifs. multitexture paths are a bit more
...
sane now. Also optimize QSG2 color handling, and fix some QSG2 bugs. Not that
anyone cares, nobody uses it anyways.
Should be faster, but isn't here. *grmbl*
2004-02-22 06:00:15 +00:00
Chris Ison
e9d57e0401
Grievres' non-mtex FB being brighter than mtex FB fix. Note: it breaks non-RGBA replacement textures
2004-02-21 10:33:43 +00:00
Chris Ison
ca6112767c
Grievres' water HOM and mtex FB only rendering FB texture fix
2004-02-21 09:04:52 +00:00
Ragnvald Maartmann-Moe IV
5157f668ad
Fix a bunch of state leaks that made multitextured fullbrights smear the world.
...
Now just have one (known) issue with bmodels with fullbright textures not
rendering their base texture. Floating fullbrights are nifty!
Also a number of optimizations, which need wider performance testing.
2004-02-21 05:36:19 +00:00
Ragnvald Maartmann-Moe IV
1cd0ba3f8f
Pale void.
2004-02-20 22:50:47 +00:00
Ragnvald Maartmann-Moe IV
79689baa83
Grievre's crash fix.
2004-02-15 19:56:28 +00:00
Ragnvald Maartmann-Moe IV
e43129316b
Slightly reorder cases for legibility. (decreasing order instead of random).
2004-02-15 19:55:59 +00:00
Bill Currie
2d2173dc4e
make R_RecursiveWorldNode non-recursive (needs a new name, now :). 0.4%
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speedup in null-renderer gl: unknown for sw and sw32 (could be slightly
slower, left recursive version in but #if 0ed out jic)
2004-02-15 03:46:55 +00:00
Chris Ison
6642686e33
removal of legacy MGL block_drawing variable. Fixed window restore bug that prevented the screen from being updated.
2004-02-15 03:40:50 +00:00
Ragnvald Maartmann-Moe IV
fef9b30bd7
QF, now complete with underbrights, thanks to Grievre.
...
Play with gl_overbright and gl_doublebright. That's an order.
2004-02-15 00:02:04 +00:00
Ragnvald Maartmann-Moe IV
0dae958a5a
Grievre's fix for texture state leak.
2004-02-14 19:17:51 +00:00
Timothy C. McGrath
b5b61d056f
Grievre passed a one line patch to me which according to his description:
...
"Fixes a bug in dynamic lights (lightstyles weren't being rendered correctly
due to bad assumptions about dlightbits)"
It compiles fine, and seems to work, so, here it is.
Hikaru
2004-02-14 08:36:08 +00:00
Bill Currie
d35f027757
undo my incorrect commit
2004-02-14 07:39:43 +00:00
Bill Currie
2cdf12cd50
if a leaf isn't in the frustum, don't bother lighting it
2004-02-14 07:32:26 +00:00
Bill Currie
85a268c62f
Grievre's lightmap/fullbright multitexture patch (fbs not tested due to
...
lack of drivers supporting 3 tmus)
2004-02-14 05:10:29 +00:00
Bill Currie
a97b722d7b
get the placement of the nice crosshairs right. make cs_data a square to
...
avoid weird mapping effects
2004-02-14 00:18:22 +00:00
Bill Currie
f34335a0c9
provide a builtin to draw a crosshair.
2004-02-13 23:16:33 +00:00
Bill Currie
4cabb40303
break the crosshair draw code into separate functions and give sw and sw32
...
crosshair 3
2004-02-13 22:16:53 +00:00
Ragnvald Maartmann-Moe IV
88c5d21ece
Whitespace, slight code reorder in gl_rmain.c
2004-02-09 04:13:44 +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
8ea7690530
serious cleanup of refdef calculations.
2004-02-08 00:37:11 +00:00
Bill Currie
9784ba5954
Grievre's gamedir callback patch to fix mangled sounds on gamedir change
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plus a couple minor tweaks I notcied needed doing.
2004-02-03 03:01:06 +00:00