Bill Currie
9ad4f57348
[glsl] Fix a pile of memory leaks
...
For the most part harmless, but fixing the leaks has been uncovering
bugs.
2023-03-05 18:31:30 +09:00
Bill Currie
a28488d2e1
[vulkan] Move both alias color maps into the one layer
...
This cuts down on the memory requirements for skins by 25%, and
simplifies the shader a bit more, too. While at it, I made alias skins
nominally compatible with bsp textures: layer 0 is color, 1 is emissive,
and 2 is the color map (emissive was on 3).
2022-11-15 13:09:41 +09:00
Bill Currie
aabf3e14f8
[model] Support freeing of skin data
...
I doubt it's enough, but it does seem to cover what's needed for glsl
(maybe not the actual textures, unsure there, but I think they're
recycled).
2022-05-12 22:46:31 +09:00
Bill Currie
ea4ac894d8
[model] Swap fullbright/top/bottom color func params
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This makes them semantically compatible with memcpy.
2021-12-24 06:45:13 +09:00
Bill Currie
5f93c115ff
[util] Make developer flag names easier to manage
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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
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
a64f477796
[vulkan] Get alias texture loading working
...
That was a mess, partly premature optimizations, and some silly
mistakes.
2021-01-27 12:15:45 +09:00
Bill Currie
826e650c27
[models] Do full alias skin loading
...
This includes base, glow and two color maps (pants and shorts).
2021-01-26 20:33:51 +09:00
Bill Currie
7a19be7265
[image] Change tex_t data from array to pointer
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This makes tex_t more generally useable and probably more portable. The
goal was to be able to use tex_t with data that is in a separate chunk
of memory.
2021-01-25 00:54:41 +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
4cef9792f4
[util] Make hash-tables semi-thread-safe
...
They take a pointer to a free-list used for hashlinks so the hashlink
pools can be per-thread. However, hash tables that are not updated are
always thread-safe, so this affects only updates. progs_t has been set
up such that it is easy for multiple progs within one thread can share
hashlinks.
2020-03-25 15:43:16 +09:00
Bill Currie
3efb0c538f
Separate file search from loading.
...
QFS_LoadFile (and its wrappers) now take a file handle rather than a
path. This will make vpath usage a little cleaner to implement.
2014-01-28 16:22:05 +09:00
Bill Currie
ec42bde527
Make hash tables more const correct.
...
And clean up the resulting mess :/
2012-10-27 11:44:31 +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
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
a4c280f2b2
Take the first step towards render plugins.
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No clients link. Even if they did, nothing would work.
2012-04-11 14:58:53 +09:00
Bill Currie
df87cffe15
Start working on the new GL skin code.
2012-01-24 23:06:07 +09:00
Bill Currie
19dc579a5a
Fix custom player skins for the sw renderers.
2012-01-23 23:38:32 +09:00
Bill Currie
3dbb5724db
Rename Skin_SetColormap_ to Skin_SetupSkin.
2012-01-23 21:40:12 +09:00
Bill Currie
08990ebb5a
Make top/bottom color work for GLSL.
...
Works quite nicely (love those colormaps).
2012-01-23 19:24:12 +09:00
Bill Currie
9a4b065eaf
Fix top/bottom colors for the SW renderers.
2012-01-23 17:33:19 +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