Commit graph

187 commits

Author SHA1 Message Date
biwa
4dba3a9234 Texture skewing:
- fixed a rare condition where skewed mid textures were not clipped correctly
- fixed a problem where translucent mid textures were not skewed correctly
- fixed a problem where sprites were skewed unintentionally
2023-07-09 11:45:47 +02:00
biwa
9c35a8f65d
Eternity Engine: added support for texture skewing in Visual Mode (#930) 2023-07-08 22:39:50 +02:00
Magnus Norddahl
192b69c8af
Added support for models in IQM format 2023-06-29 20:37:47 +02:00
biwa
86b86ac67a MODELDEF: added support for the rotation-center command. Resolves #796 2022-10-21 20:29:30 +02:00
biwa
d16ffe135a Added some explanatory comments to source code 2022-09-13 19:45:27 +02:00
biwa
b24a2dda84 Visual Mode: fixed an issue where the crosshair was distorted after the viewport was resized. Fixes #321. Fixes #777 2022-09-03 13:07:16 +02:00
biwa
21e89cf975
Added support for ZDRay static light things 2022-06-02 20:18:35 +02:00
volte
d37e2400bc
Made classic rendererer respect per-surface light levels (#698) 2022-01-31 19:49:26 +01:00
volte
7fbd07e586
New feature: classic lighting renderer for visual mode (#680)
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
- 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
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
- 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
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
- 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