Monster Iestyn
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2870e19f7f
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Take out fixedheight-based hacks for checking if floor or ceiling! Use an "isceiling" boolean for that instead
This apparently fixes most of the issues with ceiling slopes in Boinciel's SUGOI map
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2016-07-27 19:56:21 +01:00 |
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Alam Ed Arias
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2c8008e11e
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NULL checks
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2016-06-13 10:07:10 -04:00 |
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Monster Iestyn
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4c422f6605
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OpenGL: closed door/window detection code now accounts for slopes, just like in software
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2016-06-04 18:31:21 +01:00 |
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Monster Iestyn
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c863e311fe
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OpenGL: Fix upper texture Effect 1 only skewing
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2016-06-01 19:22:54 +01:00 |
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Monster Iestyn
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bf85cc25bd
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OpenGL: Fix lower unpegged texture offset, fix lower unpegged + effect 1 so the texture actually skews
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2016-06-01 18:51:38 +01:00 |
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Alam Ed Arias
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20dcf138e2
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hardware: let not break MSVC support
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2016-05-27 01:28:21 -04:00 |
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Alam Ed Arias
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008be7c90d
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hardware: start the surf as clean
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2016-05-27 01:19:16 -04:00 |
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Alam Ed Arias
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57091261d9
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MSVC: fixed up MSVC project
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2016-05-21 23:53:04 -04:00 |
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Monster Iestyn
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11c24f5ab6
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Merge branch 'next' into gl-slopes
# Conflicts:
# src/hardware/hw_main.c
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2016-04-09 22:12:29 +01:00 |
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Alam Ed Arias
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51aa7692d8
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Merge branch 'master' into next
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2016-03-30 20:15:08 -04:00 |
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Alam Ed Arias
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d90536967d
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removed/remline ununsed code
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2016-03-30 14:05:07 -04:00 |
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Inuyasha
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5a38088623
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Well, we don't need "experimental" slopes anymore either
Not when we have properly working ones!
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2016-03-09 01:09:21 -08:00 |
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Alam Ed Arias
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0369f39ef4
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Merge branch 'master' into gl-slopes
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2016-02-22 00:15:26 -05:00 |
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RedEnchilada
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bcd05b1c63
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Also fixed it for MD2s
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2016-02-21 23:04:14 -06:00 |
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RedEnchilada
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ce793dfe28
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Fix vissprite-related crashing in OGL
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2016-02-21 22:50:29 -06:00 |
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Monster Iestyn
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f87f1b7b1a
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Fixed compiler errors as well as a ton of tab spaces (apparently it's a common problem in this file anyway but whatever)
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2016-02-21 11:37:59 -06:00 |
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Inuyasha
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f17be6641e
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Merge branch 'master' of http://git.magicalgirl.moe/STJr/SRB2 into pub_next
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2016-02-03 18:00:28 -08:00 |
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Monster Iestyn
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0455b572dc
|
Removed weird test for water planes in HWR_Subsector
It crashes when you try to test it anyway, lol
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2016-02-03 17:58:44 -08:00 |
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yellowtd
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b3fbc37c94
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Midtextures, lights, and culling fixes for ogl slopes
There's a weird issue with lights that's hard to diagnose but otherwise
this is ready to go I think
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2016-01-27 20:10:02 -06:00 |
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yellowtd
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e6235d4d6b
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Fix FOF slope rendering in ogl
should work as well as software if not better now
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2016-01-27 20:09:52 -06:00 |
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yellowtd
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52ae3f2875
|
GL slope walls and fixed plane culling
|
2016-01-27 20:09:34 -06:00 |
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yellowtd
|
24da82f026
|
Begin work on OGL slope support
unfinished
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2016-01-27 20:09:04 -06:00 |
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Monster Iestyn
|
4a8dd8031e
|
dispoffset now works in OpenGL
|
2016-01-13 22:50:15 -08:00 |
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RedEnchilada
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ada9b6a9ea
|
I was helping yellow debug a crash and we found out this thing never actually fixed the crash like it was supposed to so it's fixed now -3-
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9044 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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2015-03-31 18:00:14 -04:00 |
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MonsterIestyn
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6cff0bba70
|
Base draw distances on viewx/viewy coordinates, NOT the player object's coordinates (this can cause problems with things like skyboxes for instance). Splitscreen's player 2 should not affect what sprites player 1 can see, and vice versa! Especially not for precipitation, that just looks ridiculous.
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@9041 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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2015-03-31 18:00:13 -04:00 |
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MonsterIestyn
|
af4c2fe391
|
Some minor cleanup for OpenGL sprite/MD2 code
|
2015-03-31 18:00:04 -04:00 |
|
MonsterIestyn
|
8232dbca10
|
*Fixed OpenGL's handling of cv_translucency effects (should not remove shadows if off, but perhaps make them use default alpha?), someone was a bit hasty! *De-stupified the MD2 status checks regarding drawing of sprites - if they're already checked before calling HWR_DrawSprite, there's no point doing them WITHIN the function as well *Split off sprite shadow code into HWR_DrawSpriteShadow for convenience
git-svn-id: https://code.orospakr.ca/svn/srb2/trunk@8983 6de4a73c-47e2-0310-b8c1-93d6ecd3f8cd
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2015-03-01 19:38:00 -05:00 |
|
Alam Ed Arias
|
e28882a56d
|
oh, nPlaneVerts is a size_t?, well, then we need to use sizeu#()
|
2015-01-10 17:27:24 -05:00 |
|
Alam Ed Arias
|
73b3287b19
|
SRB2 2.1.14 release
|
2015-01-01 14:50:31 -05:00 |
|
Sryder13
|
3f1bb6359f
|
Merge remote-tracking branch 'upstream/master'
|
2014-11-14 22:21:07 +00:00 |
|
Sryder13
|
e90286ae52
|
Fix the polyobject crash
|
2014-11-14 22:19:44 +00:00 |
|
Ronald Kinard
|
d8484a86e0
|
Virtual resolutions in OpenGL
Also made fades use core functions if they are available.
|
2014-11-13 18:06:38 -06:00 |
|
Alam Ed Arias
|
404b5f666c
|
SRB2 2.1.12 release
|
2014-11-11 19:55:07 -05:00 |
|
JTE
|
9d1da548aa
|
Fix hardware / r_opengl warnings.
|
2014-11-02 01:31:38 -04:00 |
|
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 |
|