Jaime Ita Passos
5501d495c7
OpenGL backend: Manage uploaded GPU textures with an internal list
...
Indirectly fixes the game doing whatever after freeing a patch.
This commit implements a FTextureInfo struct type, instead of it being a typedef to the GLMipmap_s struct type.
2021-01-27 17:48:57 -03:00
Jaime Ita Passos
9ab3acae2d
Change how texture deletion works in OpenGL
2020-11-22 17:03:04 -03:00
Jaime Ita Passos
5e890ee6f8
Merge branch 'next' into spritestuff2
2020-11-19 00:52:43 -03:00
Jaime Passos
91ed56ef40
Refactor patch loading
2020-08-08 05:16:47 -03:00
Jaime Passos
74dfa9f700
Shader code cleanup
2020-08-07 18:17:05 -03:00
Hannu Hanhi
abe13651d0
OpenGL draw call batching system
2020-06-07 21:20:52 +03:00
Jaime Passos
af7b4795b7
port pfnUpdateTexture
2020-01-28 00:16:38 -03:00
Jaime Passos
1755c240bf
Fix the gl_leveltime problem, I guess.
...
This is probably superfluous.
2020-01-23 21:25:54 -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
1e4060af8c
remove unused levelwipes
2019-11-18 19:22:46 -03:00
Jaime Passos
3354169769
Merge remote-tracking branch 'origin/master' into f_wipes
2019-11-12 20:36:06 -03:00
toaster
915e50a1e4
Merge branch 'master' of https://git.magicalgirl.moe/STJr/SRB2Internal.git into internal-md3-vanilla-c
...
Merge seems fine, but won't compile for some reason.
2019-11-02 18:34:12 +00:00
Jaime Passos
94ab276508
Merge remote-tracking branch 'origin/master' into f_wipes
2019-10-28 23:14:00 -03:00
Jaime Passos
7746767735
Merge remote-tracking branch 'origin/master' into internal-md3-vanilla-c
2019-10-06 17:40:41 -03:00
Jaime Passos
5f6c702ed6
sky barreling
2019-09-17 23:38:04 -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
f0788598c9
Better fades
2019-09-09 23:31:48 -03:00
Jaime Passos
f6d2b5109b
PRBoom sky dome
2019-09-03 02:12:17 -03:00
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
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
Arthur
3ed0edbcfe
Common model format, with MD2/MD3 loading
2018-12-18 17:52:45 -05:00
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
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
Monster Iestyn
a33bb70a0c
Removed all support for Dreamcast, XBox, PSP, PS3, GP2X, Wii, and WinCE from files in the sdl/ folder. If you wanted these ports, use the SDL 1.2 code in sdl12
...
Also removed GP2X setup from sdl/MakeNIX.cfg, use sdl12 for that too
2017-09-16 20:26:04 +01:00
Monster Iestyn
5fb551dd75
Removed 1.2.x version checks in these files, SDL 2.0.x should always have these files
2017-09-15 17:15:06 +01:00
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
f03e591f64
change SDL into HAVE_SDL
2014-07-25 19:10:24 -04:00
Alam Ed Arias
b93cb1b65a
SRB2 2.1 release
2014-03-15 13:11:35 -04:00