Commit graph

27 commits

Author SHA1 Message Date
Sally Cochenour
a66fb15ff2 Merge branch 'next' into oglshaderport 2019-12-28 13:58:41 -05:00
Jaime Passos
c0390f5186 Merge remote-tracking branch 'origin/next' into rotsprite2 2019-12-26 20:27:29 -03:00
Sally Cochenour
7851bef929 Port of Jimita's shader stuff + my lighting shader
Co-Authored-By: Jaime Passos <jimita@users.noreply.github.com>
2019-12-25 14:22:01 -05:00
Jaime Passos
141d0376a5 Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-12-17 15:05:16 -03:00
Jaime Passos
c6f36fc470 un-ROTSPRITE rollangle and spriteinfo 2019-12-17 13:09:25 -03:00
Jaime Passos
792750ee48 Add HWD_SET_MODEL_LIGHTING state 2019-12-12 16:48:37 -03:00
Jaime Passos
0652ffd67f Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-12-11 21:53:47 -03:00
Jaime Passos
a9183b474b rename rollaxis to rotaxis 2019-11-13 12:47:30 -03:00
Jaime Passos
b54f6181c3 Rotation axis (will rename internally later) 2019-11-13 12:36:44 -03:00
Jaime Passos
245881ec55 Merge remote-tracking branch 'origin/master' into rotsprite_i 2019-11-12 21:38:02 -03:00
Jaime Passos
05e5fa1637 Merge remote-tracking branch 'origin/master' into flats-in-walls 2019-11-12 18:26:51 -03:00
Jaime Passos
61164ea310 Trying to make sense of chroma keying 2019-11-09 14:09:20 -03:00
Jaime Passos
f68652aa66 I 2019-08-18 14:16:48 -03:00
mazmazz
dc0a92ea62 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla 2019-06-29 17:51:30 -04:00
Arthur
587ffa9ada Removed gr_voodoocompatibility as even low-power mobile devices do not have this limitation
No longer using byte2float in DrawPolygon -- use the surface color data directly
Vertex Buffer Objects for non-interpolated model frames
Removed some old unused paletted texture stuff
2018-12-27 00:35:29 -05:00
Arthur
a812acc3d4 Removed unused PF_Md2 flag
More OpenGL performance increase by making assumptions about client state
2018-12-27 00:30:07 -05:00
mazmazz
59826860ab Ifdef nextFrame handling under USE_MODEL_NEXTFRAME 2018-12-19 10:33:13 -05:00
mazmazz
98d18509e6 Hide/add Kart FTransform mirror and anglez behind ifdef 2018-12-19 00:17:51 -05:00
mazmazz
65543545c6 hw_md2 merge errors 2018-12-18 22:50:00 -05:00
Monster Iestyn
a3b86a737e Merge branch 'public_next'
# Conflicts:
#	src/f_finale.c
#	src/hardware/hw_draw.c
#	src/hardware/hw_main.c
#	src/hardware/r_opengl/r_opengl.c
#	src/sdl12/hwsym_sdl.c
#	src/sdl12/i_video.c
2018-04-06 18:42:07 +01:00
Sryder
5a4ea9fab3 Better fog block colouring
They still aren't perfect, but now they are at least not quite so obviously just translucent polygons over the level. A mixture between partially modulating the background colours and adding the fog colour. Notably white fog blocks look like they're brightening what's behind them.
Additive was also setting noalphatest before, can probably decide that depending on what it needs anyway. I don't think it's currently used anyway.
2018-03-15 23:58:37 +00:00
Sryder
67ee1637c9 Decrease far clipping plane
The Far clipping plane did not need to be nearly as high as it was, the new value is 32768, which I suspect is about how far software can render before it completely falls apart.
It is desirable to increase the near clipping plane to between 6-10, but it can introduce more issues with close geometry not being drawn when the player or camera is scaled or viewheight is set to MIN in first person view. It would also stop sprites from being drawn ever so slightly too early, but this isn't too much of an issue and isn't too noticeable with those values. Might look into scaling near clipping plane in accordance to camera scale in the future.
The reason for wanting to increase the near clipping plane is because the small value can cause very noticeable Z-fighting where there shouldn't be on older GPU's, usually Intel ones, that don't support 24-bits for the depth buffer.
2018-03-07 00:39:33 +00:00
Monster Iestyn
be13f10626 ended NDS 2017-09-29 22:48:14 +01:00
Alam Ed Arias
3bfc402241 whitespace cleanup 2016-01-21 13:53:21 -05:00
wolfy852
1ed5407821 update stuff 2015-11-07 13:56:21 -06:00
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
Alam Ed Arias
b93cb1b65a SRB2 2.1 release 2014-03-15 13:11:35 -04:00