Commit graph

482 commits

Author SHA1 Message Date
Alam Ed Arias
aa612bcf91 whiteline checkup 2014-11-02 01:31:36 -04:00
Sryder13
0c0ede6f18 OpenGL: Polyobject Planes 2014-10-27 20:57:45 +00:00
Sryder13
987f9f5c26 Quick sky fix 2
walls not extending down when a thok barrier has top textures and both
ceilings have sky.
2014-09-09 23:57:12 +01:00
Sryder13
cee8fff7b3 Quick sky fix
Avoid Z-Fighting on the depth wall with the regular walls to stop the
possibility of regular walls being made partially invisible.
2014-09-09 01:59:19 +01:00
Sryder13
b2852ec0f4 OpenGL: Sky culling
Gets rid of stuff being drawn where the sky should be being drawn.
2014-09-08 23:29:05 +01:00
Sryder13
bc0b5505a8 OpenGL: Fix sky drawing
sky positioning and scaling more correct compared to software.
2014-09-08 00:55:32 +01:00
Sryder13
ca0f0bf2fd OpenGL Fade masks
I think I've done this all right, someone correct me if I haven't.
2014-09-04 01:35:29 +01:00
Sryder13
d96eaa768c else added
less redundancy.
2014-08-30 14:36:18 +01:00
Sryder13
ae27ace7fe Polyobject translucency quick fix.
I realise what I did before may cause FOF's in the same sector to not be
drawn, if they were before.
2014-08-30 14:20:07 +01:00
Sryder13
278f2e9b66 Polyobject top/bottom texture + translucency
polyobjects do have top/bottom textures, silly.
And translucency.
2014-08-30 14:10:55 +01:00
Alam Ed Arias
7cb77075d1 SRB2 2.1.11 release 2014-08-26 23:56:30 -04:00
Alam Ed Arias
c028c83235 SRB2 2.1.9 release 2014-08-03 23:49:33 -04:00
Alam Ed Arias
b511294749 Merge remote-tracking branch 'Sryder13/master' 2014-05-27 15:14:55 -04:00
ilag
1af18c7013 Redo all changes I ended up losing trying to undo the mess I made.
Also, fix the issue pointed out by Alam.
2014-05-02 14:24:20 -07:00
Sryder13
46e84465e8 OpenGL: FOF Cutting Fix 2
Fixes Translucent FOF's cutting Solid FOF's.
2014-04-20 10:35:50 +01:00
Sryder13
bae7b5b2ac OpenGL: FOF cutting fix
Fixes any FOF's with FF_SOLID not cutting each other.
2014-04-19 17:21:30 +01:00
Sryder13
098eb28036 OpenGL Multi-Property FOF's
Multi-Property FOF's have their multiple side properties display in
OpenGL.
2014-04-17 13:02:34 +01:00
Sryder13
b63e99efd8 OpenGL Screen Flip
Screen flipping in OpenGL is no longer done by inverting the screen
polygons.
2014-04-07 17:08:04 +01:00
Sryder13
56fbdfdad3 OpenGL Translucent Midtexture Fix
Translucent Midtextures using holes with textures in them now work when
there is no FOF's above their sector.
2014-04-05 22:13:09 +01:00
Sryder13
fc12fc7cd4 OpenGL Screen Fading Fix
Screen Wipes now work as they did in 2.0.x.
2014-03-31 23:47:12 +01:00
Sryder13
d75d7cd09a OpenGL Splitscreen Fix
First screen in split-screen is now not completely black.
2014-03-31 00:07:55 +01:00
Sryder13
fc978c79bb OpenGL wall Y offset
Fixed wall textures breaking when Y offset of the wall was too high.
2014-03-28 23:28:00 +00:00
Sryder13
9e10e3278b Negative Light
Light no longer goes wrong when lightlevel of a sector is negative.
2014-03-24 17:11:45 +00:00
Sryder13
770c7eeade LightLevelToLum gone
LightLevelToLum unused by everything now, it seemed to be giving wrong
values for lightlevels.
2014-03-24 16:11:25 +00:00
Sryder13
734d6b56f0 OpenGL Flashpal Flashes
Fixed flashes for OpenGL Nukes/Teleports etc.
2014-03-23 00:04:35 +00:00
Sryder13
9386b3900b OpenGL remove HOMs
Removes HOMs from OpenGL.
This also seems to have made skyboxes not draw ontop of everything else
on Intel GPU's.
2014-03-22 17:17:40 +00:00
Sryder13
1f452953b6 Post processor skybox
Post processing no longer done in the skybox.
2014-03-22 14:52:32 +00:00
Sryder13
24681013d1 Opaque translucent midtextures
Fixed translucent midtextures being opaque when there were multiple
lights in a sector.
2014-03-20 20:34:56 +00:00
Sryder13
dd16f58e38 OpenGL Skybox
OpenGL skyboxes.
Slight change to sky vertical offsetting.
2014-03-20 20:13:15 +00:00
Sryder13
2b80874646 MD2's replacing skinned mobj fix
MD2's that replace mobjs that have a skin, but the skin doesn't have an
MD2 now display.
2014-03-19 23:40:02 +00:00
Sryder13
ba0c93d814 MD2 & Patch drawing fixes
MD2's can be translucent again.
MD2's can use sprites instead of another random texture if they have no
texture.
Patches are drawn in the correct place on non aspect correct
resolutions.
Cropped Patches are drawn.
2014-03-19 23:10:37 +00:00
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00