Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
Yay, Deek for finding another bug in qf :). He had an old dirconf that
didn't specify HudType and thus caused the status bar code to blow up. Set
the default to "id" if none is found.
After getting in contact with serplord, I now know that the sw alias
loading was correct. Turns out the gl loaders was mostly correct, just a
mistaken subtract rather than add. And with that, I can implement alias-16
support in glsl. better yet, since all the work is done in the loader, the
renderer doesn't know anything about it :) However, I need to create some
16-bit models for testing.
Despair has things locked down such that running qfcc during a build fails
due to lack of read access to /usr/local/lib. This is actually a good
thing as accidentally hitting old includes/libs (when a file gets deleted
in the tree) hides bugs. Thus, --no-default-paths to turn off default
search paths.
Despair has things locked down such that running qfcc during a build fails
due to lack of read access to /usr/local/lib. This is actually a good
thing as accidentally hitting old includes/libs (when a file gets deleted
in the tree) hides bugs. Thus, --no-default-paths to turn off default
search paths.
Not all hardware can access a texture sampler from the vertex shader, and I
don't want multiple paths this early in the game. Now, vertex normals are
uploaded as shorts. Should be 14 bytes per vertex (was 10, could have been
8 if I had put the normal index with the vertex rather than st).
This uses the same calculations as the software renderer. However, as the
lightmap calculations are not done yet, if there is no dlight in the
vicinity, there will be no light. demo1 is pretty cool to watch :)
While the first frame was fine, any subsequent ones were not. I had
forgotten that hdr->poseverts held the edited vertex count rather than
hdr->mdl.numverts.
GL Quake was weird, culling front faces. Partly understandable, since
Quake's front order is clockwise and GL's default order is
counter-clockwise. However, since the order can be specified, that should
be done instead. Thus, specify the winding order as clockwise (for quake's
data), set culling for back-face removal, and then mess with the winding
direction in the mirror and fish-eye code.
Vertex locations need to be unsigned byte rather than byte (GL is funy
with that). s and t need to be at least short, and since the normal index
is embedded in the st vector, it needs to be the same type. With this, my
test tetrahedrons seem to be working.
Calling programs shaders was a little confusing when I use shader to refer
to the sub-programs (vertex and fragment shaders). Also, print the program
number as well.