Arthur
00792f8dab
Removed unused PF_Md2 flag
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More OpenGL performance increase by making assumptions about client state
2019-01-07 04:33:20 -05:00
Arthur
cf6af71d33
boolean fix for VS
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add GL_NORMALIZE
2019-01-07 04:30:54 -05:00
mazmazz
72c2b28328
Ignored fread fix
2019-01-07 04:30:53 -05:00
mazmazz
d5a0b2df4d
More mixed d&c fixes
2019-01-07 04:30:52 -05:00
mazmazz
78adb69481
byte -> char
2019-01-07 04:30:51 -05:00
mazmazz
c5c799006a
Mixed D&C fixes
2019-01-07 04:30:49 -05:00
mazmazz
1654aa34c5
Fix floating point comparisons
2019-01-07 04:30:48 -05:00
Arthur
1249f37fc5
Removed all glBegin/glEnd references
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MD2/MD3 now works, with the exception of WAD textures for some odd reason
2019-01-07 04:30:47 -05:00
mazmazz
2f930f1262
Small Mixed D&C fix
2019-01-07 04:30:45 -05:00
AJ Freda
4806dadd88
Fixed a few unnoticable mistakes [vanilla]
2019-01-07 04:30:42 -05:00
mazmazz
09629f092f
Ifdef nextFrame handling under USE_MODEL_NEXTFRAME
2019-01-07 04:30:40 -05:00
mazmazz
6ed896d462
Interpolation fix attempt?
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* Fix pglNormal3bv pointer because typo
2019-01-07 04:30:39 -05:00
mazmazz
c13d3ff1dd
Adapt re-enabled DrawMD2 code block for meshes
2019-01-07 04:30:37 -05:00
mazmazz
6653b9697f
Hide/add Kart FTransform mirror and anglez behind ifdef
2019-01-07 04:30:36 -05:00
mazmazz
bbc3d27cee
More hw_md2 merge errors; re-enable interpolation code block
2019-01-07 04:27:59 -05:00
mazmazz
039cf894f2
hw_md2 merge errors
2019-01-07 04:24:00 -05:00
mazmazz
34afceaa3b
Ignore fread return value (buildbot error)
2019-01-07 04:23:19 -05:00
mazmazz
f0b20e302a
Buildbot fixes (changed byte types to char; mixed d&c)
2019-01-07 04:23:17 -05:00
mazmazz
2e22b069f1
GCC compile fixes
2019-01-07 04:23:15 -05:00
Arthur
11be174603
Remove CONS_Printf message that isn't even doing what it says it is!
2019-01-07 04:21:45 -05:00
Arthur
9f0b121b15
Support for 'tinyframes', and lots more optimization
2019-01-07 04:21:44 -05:00
Arthur
295ca25171
Common model format, with MD2/MD3 loading
2019-01-07 04:21:43 -05:00
TehRealSalt
5534017954
Merge remote-tracking branch 'srb2public/next' into merge-next
2018-11-29 08:49:50 -05:00
Monster Iestyn
4b0d45afd8
Merge branch 'opengl-noloading' into 'master'
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Hide OpenGL loading screen
See merge request STJr/SRB2!349
2018-11-26 15:30:45 -05:00
Monster Iestyn
a71ca1d259
Merge branch 'fof-slope-skew-backport' into 'master'
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FOF wall slope skewing backport
See merge request STJr/SRB2!341
2018-11-26 08:54:29 -05:00
mazmazz
930835f1a2
Dummy out OpenGL loading screen; fix console toggle so it doesn't actually show
2018-11-25 21:47:56 -05:00
Sryder
683ebec120
Rotate All MD2s to match their standing slopes
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Needs to be tested in gravity flip
Also flips the normal on linedef based slopes so that it's facing the correct direction
Also makes it so slopelaunch doesn't always remove the standingslope (going down some slopes would cause it to be constantly unset and reset)
2018-11-26 00:17:34 +00:00
mazmazz
ea7162a76a
Update source copyrights to 2018
2018-11-25 07:35:38 -05:00
Monster Iestyn
0a0336a674
Merge branch 'master' into fof-slope-skew-backport
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# Conflicts:
# src/r_segs.c
2018-11-23 22:40:28 +00:00
Alam Arias
30b9cef043
Merge pull request #326 from monster-psychic-cat/opengl_splitscreen_sky_fix
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Render the skies correctly on splitscreen in OpenGL mode
2018-11-23 14:48:05 -05:00
Monster Iestyn
f7eea7ade3
Fix compiler errors
2018-11-22 20:08:57 +00:00
toaster
aa607ecf4c
Merge branch 'next' of https://git.magicalgirl.moe/STJr/SRB2.git into nextmerge_again
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# Conflicts:
# src/d_clisrv.c
# src/m_misc.c
2018-11-18 18:26:50 +00:00
Sryder
c46efa7c41
Set the screen textures to use max higher texture IDs
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This should hopefully alleviate the issue where textures overwrite the screen, or the screen overwrites the texture for now.
THIS IS NOT A FULL SOLUTION TO THE PROBLEM, but I highly doubt we'll ever be loading 4 billion textures at once, ever.
2018-11-17 15:23:12 +00:00
Monster Iestyn
3e6fcf1b8b
Merge branch 'opengl-hud-scale-fix' into 'master'
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OpenGL HUD scaling fix
See merge request STJr/SRB2!320
2018-11-14 16:48:13 -05:00
Alam Ed Arias
f73ea4f984
Clean up warnings
2018-11-14 10:52:16 -05:00
Monster Iestyn
0d38061db8
Fix V_SNAPTOx code to consider dupx/dupy the same way as Software mode
2018-11-13 18:13:51 +00:00
Sryder
6af56273bf
Merge branch 'next' of git@git.magicalgirl.moe:STJr/SRB2.git into nextmerge
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# Conflicts:
# src/d_main.c
# src/d_main.h
# src/d_netcmd.c
# src/doomtype.h
# src/hardware/hw_md2.h
# src/p_user.c
# src/r_splats.h
# src/s_sound.c
# src/s_sound.h
# src/screen.c
# src/sdl/i_system.c
2018-11-10 21:14:53 +00:00
MPC
eb4a72440a
Render the skies correctly on splitscreen in OpenGL mode
2018-11-10 16:19:41 -03:00
toaster
45fc2c46e9
Merge branch 'fof-slope-skew-backport' of https://git.magicalgirl.moe/STJr/SRB2.git
2018-11-10 18:27:13 +00:00
Monster Iestyn
323c89dbaf
fix using abs() on unsigned
2018-11-10 17:40:09 +00:00
Monster Iestyn
dd83652b71
Whoops, this broke my non-NEWCLIP test build
2018-11-10 16:10:25 +00:00
Monster Iestyn
c4569e61a8
Made some efforts to improve efficiency of new code, hard to tell if I've made it better or worse though honestly
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R_IsEmptyLine is now a thing too btw
2018-11-10 16:09:21 +00:00
Monster Iestyn
1e98e3b4f2
More progress, NEWCLIP added to doomdef.h, sadly it actually all lags the game so I've disabled it for now
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Other notes:
* on second thought I'll keep the hw_clip functions' gld prefixes rather than HWR, not like it matters either way
* despite the extra lag it does fix the issues with translucent walls and such when displayed at different vertical angles, such as with the GFZ1 waterfall
2018-11-10 16:08:56 +00:00
Monster Iestyn
a733a29f4c
Starting work on porting hw_clip.c/h code, Makefiles and CMake can compile them at least
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Other notes:
* Renamed all new functions to have HWR_ prefix instead of gld_, for consistency
* HWR_FrustrumSetup and HWR_SphereInFrustum are disabled and require HAVE_SPHEREFRUSTRUM. This is because 1) SRB2CB did not need the code, so presumably neither will we, and 2) there are some OpenGL API functions used there that due to our way of using OpenGL we don't use outside of r_opengl.c, which makes dealing with HWR_FrustrumSetup complicated in theory
* The new clipping functions are not added to OpenGL's "main" rendering code itself just yet, they're just available to use now once hw_clip.h is included
2018-11-10 16:08:26 +00:00
Monster Iestyn
925a56ad98
Merge branch 'opengl-improvements-backport' into 'master'
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Opengl improvements backport
See merge request STJr/SRB2!304
2018-11-10 09:25:18 -05:00
TehRealSalt
499faec555
Merge remote-tracking branch 'srb2public/next'
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(Huge change: NO_MIDI is now a define, simply because that makes it easier for me to resolve merge conflicts if I can see the original code and the new code. Also means that people who REALLY miss MIDI can compile & fix it themselves :P)
2018-11-07 16:15:14 -05:00
Monster Iestyn
2fa0896fd0
Fix an error I made in HWR_DrawFixedPatch
2018-10-30 13:44:01 +00:00
Monster Iestyn
b022ff02a5
add missing SHORTs in HWR_DrawPatch and HWR_DrawCroppedPatch as well
2018-10-29 13:34:54 +00:00
Monster Iestyn
f8fd8f8ec5
HWR_DrawFixedPatch: Add V_OFFSET support for V_FLIP in hardware code as well, also add missing SHORTs for gpatch fields
2018-10-29 13:29:16 +00:00
toaster
8b382d2e40
As requested by Jeck:
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* gr_md2 on the menu.
* Disable interpolerated model option completely for now.
Also, tweaked the GL menus a bit to suck less, since I was ferreting around in that area.
2018-10-27 21:16:19 +01:00