volte
7fbd07e586
New feature: classic lighting renderer for visual mode ( #680 )
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Added classic rendering mode to closer emulate software renderer visuals in visual mode
2022-01-04 20:17:12 +01:00
biwa
5ed77c5d05
Improved performance in visual mode related to visual slopes
2021-02-06 14:51:00 +01:00
biwa
5d1492c5c2
Added visual sloping for vertices (has an extra action to toggle visual vertex slope picking)
2021-01-30 22:01:55 +01:00
biwa
931bd1e225
Fixed a problem where the DistanceCheck actor property didn't work correctly, resulting in things unexpectedly not being drawn in Visual Mode
2020-12-12 11:48:46 +01:00
biwa
8064bc63b7
Added option in Preferences -> Appearance -> Rendering to toggle showing of the FPS counter in Visual Mode (disabled by default)
2020-09-26 18:15:01 +02:00
biwa
bdc6a23934
Fixed some more cases where UniValues were set to floats. Added throwing exceptions to the UniValue constructor (gasp!)
2020-05-23 10:01:52 +02:00
biwa
91cbcde1eb
It's compiling!
2020-05-21 14:20:02 +02:00
biwa
fb3c9e7168
Started conversion from float to double
2020-05-18 18:14:54 +02:00
biwa
a3ce81dc2b
Merge branch 'master' into visual-slope2
2020-04-04 13:12:20 +02:00
biwa
1fc503fa24
Update things before adding their geometry in visual mode so things don't go awry when realtime editing them. Fixes #393 .
2020-03-29 17:31:20 +02:00
biwa
7b0adadbfb
Merge branch 'master' into visual-slope2
2020-03-17 22:10:04 +01:00
biwa
afef349220
- Slope handles are not shown anymore when showing selection is disabled
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- Smart pivot handles are now shown for the highlighted slope handle
2020-02-24 12:54:59 +01:00
Magnus Norddahl
fc7093b959
Load images when they accessed
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Load previews when they are accessed
2020-01-12 23:10:57 +01:00
biwa
8aee7fc550
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder into visual-slope2
2020-01-04 22:15:13 +01:00
ZZYZX
0e7875e0ad
Fixed: light clipping on back faces was gone
2020-01-03 03:55:34 +02:00
ZZYZX
044dbbcfd0
Rewrote dynamic light support. Resolves #319 . Resolves #318 . Resolves #233 .
2020-01-03 03:22:33 +02:00
biwa
7e84883125
Some cleanups
2020-01-02 20:32:37 +01:00
biwa
55135f2982
- Handles on floor are shown
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- Fixed a problem where the wrong plane was assigned to ceiling surfaces
2020-01-01 21:47:33 +01:00
biwa
ba713f7a25
Ported visual sloping to UDB
2019-12-31 00:08:17 +01:00
Magnus Norddahl
f97f2d36b1
Remove preview manager and remove CreateTexture
2019-12-29 20:48:11 +01:00
Magnus Norddahl
ca3fa76e32
Rename the sampler filters so that they use the same naming convention as modern graphics APIs
2019-12-29 18:54:22 +01:00
biwa
30819b3b0c
Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder
2019-12-29 13:01:25 +01:00
biwa
1786ab525e
Changed checkdistance in ThingTypeInfo from int to double so that doesn't overflow
2019-12-29 13:00:10 +01:00
ZZYZX
62cddff505
Use nearest filtering if nearest is specified
2019-12-29 13:02:03 +02:00
Magnus Norddahl
5082d7c308
Alter the nearest filter to not have noise in it
2019-12-29 06:52:39 +01:00
ZZYZX
da57945db7
Merge branch 'master' into slimgl_merge
2019-12-20 16:41:38 +02:00
ZZYZX
e187872553
Add fps counter in visual mode
2019-12-20 16:39:01 +02:00
ZZYZX
5d3e78ad8f
Add FPS counter for visual mode
2019-12-20 16:17:32 +02:00
Magnus Norddahl
4274ee2893
Use C++ and SSE code to do matrix math
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Avoid copying by passing matrices by reference to RenderDevice
Use fasttrig from GZDoom for faster cos/sin
Don't set matrices unless they changed. Even though the memcmp prevents it from being pushed to OpenGL it is still a waste.
2019-12-19 03:12:44 +01:00
ZZYZX
4de0d96d13
Only set uniform for world matrix if it was the only one that changed
2019-12-18 15:24:54 +02:00
ZZYZX
7f09dd2aec
Reenabled point filtering in visual mode
2019-12-15 22:47:06 +02:00
ZZYZX
f0aee1e174
Merge branch 'master' into slimgl_merge
2019-12-14 23:50:40 +02:00
biwa
64c04f4246
- Fixed a bug where lights defined in GLDEFS wouldn't show up in visual mode. Fixes #294 .
2019-08-24 12:45:55 +02:00
Magnus Norddahl
c2157ee24e
- fix field of view
2019-08-22 23:28:26 +02:00
Magnus Norddahl
64cc7d2bc2
- implement the fixed function fog
2019-08-22 18:43:54 +02:00
Magnus Norddahl
5ccc225fa8
- fix light pass
2019-08-17 05:21:28 +02:00
Magnus Norddahl
c914aadcaa
- simplify texture binding
2019-08-17 03:21:11 +02:00
Magnus Norddahl
0542bd25ec
- convert texturefactor to uniform
2019-08-16 14:01:27 +02:00
Magnus Norddahl
3968206199
- Sending data to Direct3D 9 just to retrieve it is stupid
2019-08-16 13:38:53 +02:00
Magnus Norddahl
9b53939f0c
- simplify vertex buffer and vertex format
2019-08-16 13:07:57 +02:00
Magnus Norddahl
d701987fb4
- don't pass sizes into VertexBuffer and IndexBuffer constructors
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- CopyTexture bug fixes
2019-08-16 11:24:22 +02:00
Magnus Norddahl
edecd3f7aa
- rename draw functions
2019-08-16 07:12:26 +02:00
Magnus Norddahl
5604685770
- remove old fixed function shader as it isn't used
2019-08-16 07:10:46 +02:00
Magnus Norddahl
e035ff8113
- fix alpha ending up in red channel
2019-08-16 05:37:03 +02:00
Magnus Norddahl
8ea439a5c2
- fix some rendering problems in visual mode
2019-08-15 14:49:49 +02:00
Magnus Norddahl
a542385cd7
- force texture and buffer updating to go through RenderDevice
2019-08-15 02:52:21 +02:00
Magnus Norddahl
b41cb07eaa
- Hook up texture creation and binding
2019-08-14 13:51:05 +02:00
Magnus Norddahl
1d09a0f86a
- implement ApplyUniforms
2019-08-14 12:36:33 +02:00
Magnus Norddahl
14fd3c96e1
- remove Things2DShader, World3DShader, Effect and EffectShader
2019-08-13 04:12:04 +02:00
Magnus Norddahl
0b3725e2fa
- remove Display2DShader class
2019-08-13 02:43:01 +02:00