Commit graph

88 commits

Author SHA1 Message Date
Jaime Passos
7746767735 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-10-06 17:40:41 -03:00
Alam Ed Arias
35e3d9acab Revert "Merge branch 'gl_skydome' into 'master'"
This reverts merge request !326
2019-09-17 20:20:09 +00:00
Jaime Passos
db979845e0 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c 2019-09-15 16:24:24 -03:00
Jaime Passos
6aedca899f 2.2 skies aren't flipped 2019-09-05 17:42:36 -03:00
Jaime Passos
c6f3e4d53d Make sky dome look a bit better 2019-09-04 13:59:09 -03:00
Jaime Passos
f0b4a609a8 Very tiny fix 2019-09-03 23:44:04 -03:00
Jaime Passos
f6d2b5109b PRBoom sky dome 2019-09-03 02:12:17 -03:00
mazmazz
dc0a92ea62 Merge remote-tracking branch 'origin/master' into internal-md3-vanilla 2019-06-29 17:51:30 -04:00
Jaime Passos
39c422506e Unbind VBO from model during mid-frame
https://git.magicalgirl.moe/STJr/SRB2/merge_requests/397?commit_id=79fed1e954ce77fabb2f09573e2fcd00d6326cef#note_11536
2019-05-02 17:56:06 -04:00
mazmazz
66e6a6f940 Merge remote-tracking branch 'public-gl/master' into md3-vanilla 2019-01-07 04:06:45 -05:00
mazmazz
bbcc82e9b4 Fix blinking MD2 models
MD2 models are forced to load float frames, so mesh->indices is never loaded, so glDrawElements can't be used. Use glDrawArrays instead.
2019-01-03 00:57:14 -05:00
mazmazz
075f28b7c8 WIP 20190101 merge
d_netcmd.c
filesrch.c
m_menu.c
p_setup.c
p_spec.c
r_data.c
r_main.c
r_things.c
w_wad.c
w_wad.h
2019-01-02 01:09:15 -05:00
mazmazz
34915f0508 Compile fix -- remove (void)alpha from DoScreenWipe 2018-12-27 22:29:12 -05:00
Arthur
4f1f315563 Eliminate some old GL functions so we don't slide back into bad habits! 2018-12-27 22:10:10 -05:00
Arthur
b83790260f Fix screen transitions 2018-12-27 22:09:00 -05:00
mazmazz
f7a01c60a4 Buildbot fixes 2018-12-27 01:00:09 -05:00
mazmazz
f6e8b26af1 Compile fixes -- specify GLubyte for pglColor4ubv 2018-12-27 00:50:43 -05:00
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
Arthur
0978732ecd boolean fix for VS
add GL_NORMALIZE
2018-12-27 00:24:21 -05:00
mazmazz
5ec40cf906 More mixed d&c fixes 2018-12-26 23:50:35 -05:00
mazmazz
036e44aa21 Mixed D&C fixes 2018-12-26 23:39:34 -05:00
mazmazz
b175629748 Fix floating point comparisons 2018-12-26 23:15:28 -05:00
mazmazz
74d6921f47 Merge tag 'SRB2_release_2.1.23' into md3-vanilla-ssn 2018-12-26 22:55:25 -05:00
Arthur
b19252651f Removed all glBegin/glEnd references
MD2/MD3 now works, with the exception of WAD textures for some odd reason
2018-12-23 17:00:11 -05:00
Alam Ed Arias
102fd11cb4 More work to cleanup the ARM builds 2018-12-22 19:50:32 -05:00
Alam Arias
b6a917cda1 Added ARM/ARM64 to whole vc10 sln
Added ARM/ARM64 to zlib, libpng
Added ARM/ARM64 to srb2dd/srb2sdl
2018-12-21 16:47:10 -05:00
mazmazz
6c5bb7f541 Small Mixed D&C fix 2018-12-19 20:56:58 -05:00
AJ Freda
4728ad97eb Fixed a few unnoticable mistakes [vanilla] 2018-12-19 20:52:47 -05:00
mazmazz
90bd80d17a Interpolation fix attempt?
* Fix pglNormal3bv pointer because typo
2018-12-19 01:57:54 -05:00
mazmazz
98d18509e6 Hide/add Kart FTransform mirror and anglez behind ifdef 2018-12-19 00:17:51 -05:00
mazmazz
6b2f4b5858 Buildbot fixes (changed byte types to char; mixed d&c) 2018-12-18 20:23:08 -05:00
mazmazz
3dbda54d3c GCC compile fixes 2018-12-18 19:17:33 -05:00
Arthur
76dabd5e9d Support for 'tinyframes', and lots more optimization 2018-12-18 17:52:47 -05:00
Arthur
3ed0edbcfe Common model format, with MD2/MD3 loading 2018-12-18 17:52:45 -05:00
Alam Ed Arias
78634679f1 fix compiling for MSVC 2018-12-14 20:42:37 -05:00
Alam Ed Arias
6fd66bdb49 Clear float equal warnings 2018-12-14 20:34:06 -05:00
mazmazz
ea7162a76a Update source copyrights to 2018 2018-11-25 07:35:38 -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
f3d63b82ce Revert "Fix screenshot functionality in fullscreen in SDL2"
This reverts commit 121fcd8369.

The reason I am reverting this is because the last commit actually fixes the *old* screenshot functionality, as the screen is being drawn back onto the buffer after they're swapped in the "real" size. Meaning the old function actually works perfectly fine now.
2018-03-18 18:33:53 +00:00
Sryder
a984d979d1 Fix wipes in low resolutions 2018-03-18 17:12:12 +00:00
Sryder
31d1ef8db0 Draw the final screen texture in the centre with black bars
Only applies when the monitor aspect ratio is different to the game's aspect ratio.
2018-03-17 19:22:14 +00:00
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
e4ed3a793b Small hacky fix for MD2s and sprites until sorting for walls, floors, and sprites is done
Sorts all translucent sprites and MD2s so they're drawn after all the opaque ones. Fixes most of the observable issues between translucent MD2s and opaque sprites/MD2s.
2018-03-09 09:58:10 +00:00
Sryder
121fcd8369 Fix screenshot functionality in fullscreen in SDL2 2018-03-08 22:28:38 +00:00
Sryder
77af3a8f95 Optimise the screen texture setup for SDL2, Post-processor, and wipes.
Only use glCopyTexImage2D when first creating the screen texture, use glCopyTexSubImage2D anytime after that as it does not define a new texture each time.
Flushing of the screen textures has been implemented for when the screen size changes (so that the screen textures don't stay at a wrong size) and the game is closed, I believe they would leave a memory leak before.
2018-03-07 22:55:21 +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
Sryder
538d0de949 Merge branch 'master' of git@git.magicalgirl.moe:STJr/SRB2.git into openglquickfixes 2018-03-06 16:11:05 +00:00
Monster Iestyn
61176ee736 Merge branch 'public_next'
# Conflicts:
#	src/doomdef.h
#	src/sdl12/macosx/Srb2mac.xcodeproj/project.pbxproj
#	src/win32/win_vid.c
2018-01-02 17:32:24 +00:00
Alam Ed Arias
f647989433 MSVC: set SubSystem on DLLs to Windows 2017-12-27 19:32:38 -05:00