Commit Graph

53 Commits

Author SHA1 Message Date
Bill Currie 36504547a8 Rename the public symbols for gl, glsl and sw32.
Evil hack, but it does the job.
2012-04-11 14:58:54 +09:00
Bill Currie 8de5c9ae3f Do a final cleanup before doing the big rename. 2012-04-11 14:58:54 +09:00
Bill Currie db4a463727 Remove VISIBLE from the files that will go into the plugins. 2012-04-11 14:58:54 +09:00
Bill Currie 8530959752 Link the model libs to the render plugins. 2012-04-11 14:58:53 +09:00
Bill Currie a4c280f2b2 Take the first step towards render plugins.
No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie 447ff2f2f5 Clean up global symbols for the gl renderer.
Where possible, symbols have been made static, prefixed with gl_/GL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing.
2012-02-18 11:48:52 +09:00
Bill Currie f800e79a38 Make the init process more dependency based.
Most subsystems that depend on other subsystems now call the init functions
themselves. This makes for much cleaner client initialization (more work
needs to be done for the server).
2012-02-01 21:52:47 +09:00
Bill Currie 8f869c001b Fix the missing world on map reload.
If the map got reloaded but the current leaf didn't change the world (and
most entities) didn't get drawn. Forcing a vis update by first setting
r_viewleaf to null and marking surfaces does the trick :)
2012-01-29 16:09:35 +09:00
Bill Currie df87cffe15 Start working on the new GL skin code. 2012-01-24 23:06:07 +09:00
Bill Currie 7bfddd7ffe Gut most of the old skin code.
Custom skins are smashed on most targets. Player colors don't work, etc.
However, this will let me do a much cleaner implementation.
2012-01-23 16:16:30 +09:00
Bill Currie 297a4e2756 Put the D_FlushCaches mess back.
It turns out that when it is called is highly timing sensitive :(
However, the rest of R_ClearState remains.
2012-01-05 15:50:20 +09:00
Bill Currie 53d89bf85a Clean up the mess around D_FlushCaches.
Create an R_ClearState and call that from the clients. It calls any
necessary functions itself.
2011-12-23 12:51:47 +09:00
Bill Currie 87b78e5533 Move the surface chain links out of the surfaces.
The links are now in "instance surfaces". For non-instanced models (world,
doors, plats etc (ie, world and its sub-models)), there will be one
instance surface per model surface. However, for instanced models (ammo
boxes etc), there will be many, dynamically allocated (not yet
implemented). This commit gets the static instance surfaces working.
2011-12-17 19:14:14 +09:00
Bill Currie b2aa5ce554 Register the textures of other brush models; 2011-12-15 17:09:02 +09:00
Bill Currie 962451e2fe Create a list of texture chains.
This moves the texture chains out of the world model and into a separate
list, allowing other brush models to registter their textures.
2011-12-15 17:09:02 +09:00
Bill Currie 8919aec663 Get global fog working in mtex mode. 2010-12-10 21:40:36 +09:00
Bill Currie c4f71c0cda Move r_skyname handling from R_NewMap to R_LoadSkys.
r_skyname now acts as the default sky to use when no sky name is specified
by other means ("none" is still no sky). 'loadsky foo' will load the
"foo*" sky textures, 'loadsky none' gives the default sky, and 'loadsky
""' causes uses r_skyname.
2010-12-10 17:17:30 +09:00
Bill Currie a4b97e9e2e Dynamic entity allocation. Unlimited static entities.
Entities can now be allocated dynamically. They are freed whenever a new
map is loaded.

Use the dynamic entities for static entities.
2010-12-03 21:01:52 +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 4b0320f341 glx, gly, glwidth and glheight are now gone too. also GL_BeginRendering 2009-12-23 08:20:29 +00:00
Bill Currie 6d6dc27592 make startup and shutdown a little quieter 2007-11-06 10:39:49 +00:00
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 5062930bad bit more cleanup and some documentation 2006-12-03 06:25:57 +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 0bfac8dd88 win32 compile fixes
This is an imperfect revision of history.
2004-11-06 02:21:00 +00:00
Bill Currie 8ea7690530 serious cleanup of refdef calculations. 2004-02-08 00:37:11 +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 ca4b3acd6c big protototype cleanup. Now, except for a few cases, all non-static
prototypes are in headers files.
2002-11-05 19:12:51 +00:00
Bill Currie ec47e08e1c go back to using QFile, quakeio.h and quakefs.h 2002-08-27 07:16:28 +00:00
Bill Currie 4123d74e5e don't segfault when a surface uses the `null' texture (r_notexture_mip) 2002-08-09 06:07:25 +00:00
Ragnvald Maartmann-Moe IV 10d7d17fcc Use vertex arrays for text. Another 1-3% speedup. 2002-06-13 05:24:52 +00:00
Bill Currie 2f62b744fa After an interesting discussion with Lordhavoc, make the GPU do more work in
the background. This is achieved by doing only a (qf)glFlush at the end of
the frame, doing the inter rendering-frame processing (ie, client frame
processing), glFinish, glXSwapBuffers, then starting the next frame. I've
changed the glFinish call in SCR_UpdateScreen to glFlush and the glFlush
call in GL_EndRendering to glFinish because there's no point in calling
glFinish followed by glFlush. Also, SwapBuffers should always be precedded
by glFinish rather than just glFlush (in Lordhavoc's experience). The
GL_EndRendering at the end of SCR_UpdateScreen got moved to the beginning.
2002-02-27 05:22:21 +00:00
Ragnvald Maartmann-Moe IV c764ddc64a Just a massive speedup to gl particles. Enjoy.
(Thanks to LordHavoc for prodding me to use glDrawElements, and munge all the particle textures into 1. Code mine, suggestions his)
2001-12-19 04:03:57 +00:00
Ragnvald Maartmann-Moe IV f66b7a93e5 Major particle interface cleanup, several bugfixes, and minor performance improvements. Oh, check out "/help easter_eggs" (gl-only, at the moment). 2001-12-11 22:37:30 +00:00
Bill Currie dc779acdb5 build the texture chains such that they get rendered front to back. seems to
only get about 0.17% speedup in overkill (with just about every thing off),
but it might make more of a difference in-game.
2001-11-05 06:20:35 +00:00
Ragnvald Maartmann-Moe IV fd19f9332d Tiny comment cleanup 2001-11-04 08:50:16 +00:00
Bill Currie 78a3e398d5 * taniwha gets medieval on extern 2001-10-28 04:23:37 +00:00
Bill Currie b1f4a778f9 the rcsid commit from hell }:> 2001-09-28 06:26:31 +00:00
Ragnvald Maartmann-Moe IV 431ac4eedb Convert particles to use byte colors instead of float. Roughly breaks even on Mesa on my machine. Should be a speedup under other drivers. 2001-09-14 12:11:54 +00:00
Ragnvald Maartmann-Moe IV 65c526c057 Some minor cleanups, and lots of particle effects tweaks.
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
Ragnvald Maartmann-Moe IV ed4de07e9a Header and variable declaration cleanups, tiny bit of whitespace. 2001-09-01 08:57:04 +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
Zephaniah E. Hull 908d265212 Clean up and repair of the run time linking, does NOT work until deek
commits his gl_funcs.c.
2001-06-26 02:26:46 +00:00
Jeff Teunissen 3fbfa27fcd Woohoo. The QFGL_* function prefixes are gone again from the tree. It
might even work under Windows now, but don't get your hopes too high. :)
2001-06-25 06:17:07 +00:00
Zephaniah E. Hull 3715430479 This is changing more then I wanted to at once, however.
The major change is that we no longer require libGL to even exist on the
system at compile time for the GL targets, we dynamicly link to the
libGL of choice at run time. (This probably breaks most non-linux
systems, and all GL targets except -glx, some fixup will be needed.)
(This also kills glquake, dead dead DEAD! GONE FOREVER! WHEE!)

Some gl_draw cleanup.

Commented out equake alias model occlusion test stuff, very experimental.

Added the .lo and .la patterns to the .gitignore files.

Some minor sbar cleanup. (We don't use the disc in use symbol for
anything.)
2001-06-24 09:25:55 +00:00