SmileTheory
0f6f2be155
OpenGL2: Typos.
2016-02-12 18:34:31 -08:00
SmileTheory
871872689e
OpenGL2: Add named cubemaps and per-map env.json parsing.
2016-02-10 16:25:32 -08:00
SmileTheory
ad952b9537
OpenGL2: Merge several cvars into r_pbr.
...
r_glossIsRoughness, r_specularIsMetallic, r_framebufferGamma, r_tonemapGamma, r_materialGamma, r_lightGamma
2016-02-01 21:37:23 -08:00
SmileTheory
2b2f1aeaa1
OpenGL2: Load existing per-map cubemaps.
2016-01-28 16:39:42 -08:00
SmileTheory
558da25277
OpenGL2: Some FBO related cleanup/fixes.
2016-01-21 22:31:41 -08:00
SmileTheory
28ff383061
OpenGL2: Direct state access, part 3: Framebuffers.
2016-01-20 06:32:50 -08:00
SmileTheory
f70e9dac01
OpenGL2: Direct state access, part 2: Uniforms.
2016-01-18 23:30:36 -08:00
SmileTheory
275317fefb
OpenGL2: Direct state access, part 1: Texture binds
2016-01-18 04:46:01 -08:00
SmileTheory
63e45fab9a
OpenGL2: Remove specular ambient.
2016-01-15 02:46:30 -08:00
SmileTheory
e2b2437966
OpenGL2: Add r_cubemapSize.
2015-12-24 16:34:58 -08:00
SmileTheory
c3216f54d2
OpenGL2: Replace r_exportCubemaps cvar with exportCubemaps command.
2015-12-23 09:58:11 -08:00
SmileTheory
a6a6162f04
OpenGL2: Add r_exportCubemaps for saving cubemaps on map load.
2015-12-22 05:04:07 -08:00
SmileTheory
06feb6115b
OpenGL2: Support picmip for DDS textures.
2015-12-21 20:24:19 -08:00
SmileTheory
f78d04eba8
OpenGL2: Add null dereference checks to DDS loader.
2015-12-18 19:42:15 -08:00
SmileTheory
f965f3c66e
OpenGL2: DDS (compressed textures) support.
2015-12-18 06:53:20 -08:00
SmileTheory
336419235a
OpenGL2: Some tr_image.c cleanup.
2015-12-16 07:12:30 -08:00
SmileTheory
cbfc3471bc
OpenGL2: Switch to RGTC from LATC for normal maps.
...
Also added a RGTC compressor as a workaround on Intel graphics.
2015-12-15 03:23:55 -08:00
SmileTheory
c07cc282d0
OpenGL2: Use correct sunlight color for sunlight specular.
2015-12-09 05:25:58 -08:00
SmileTheory
08ecc3a80a
OpenGL2: Forgot a multiply.
2015-12-09 03:42:12 -08:00
SmileTheory
f9c72eee69
OpenGL2: Parse radius entries from misc_cubemap entities.
2015-12-09 02:00:40 -08:00
SmileTheory
b52ede0445
OpenGL2: Add r_glossIsRoughness.
2015-12-08 21:23:50 -08:00
SmileTheory
92d4b20129
OpenGL2: Add option in code for alternate overbright method.
2015-12-08 05:17:05 -08:00
SmileTheory
e5aabdaff6
OpenGL2: Remove some rendering options for simplicity.
2015-12-03 02:44:33 -08:00
SmileTheory
2954bdfa65
OpenGL2: automatically load textures with a _s suffix as specular.
2015-12-02 17:08:40 -08:00
Zack Middleton
41f83ac8b0
Replace 4 with sizeof( int ) in R_GetCommandBufferReserved
2015-10-17 21:58:11 -05:00
Zack Middleton
81e2b6c0cf
Fix reserved size for swap buffer command being too small on x86_64
2015-10-16 20:50:25 -05:00
Zack Middleton
e6209f3b7c
Fix crash from reading past end of tr.refdef.drawSurfs
...
The number of draw surfaces was range checked against number of surfaces for
the current view but needs to check total for the frame otherwise can read
past the end of the tr.refdef.drawSurfs array when there are multiple views.
2015-10-16 20:21:15 -05:00
Zack Middleton
8531162bd9
Fix not swapping buffers because out of cmd buffer space
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Reserve space for end of list and swap buffer commands. These are absolutely
required and cannot be dropped. Dropping swap buffer command causes screen
to not update and possible crash from drawsurf buffer overflow if not enough
cmd buffer space for many continous frames.
2015-10-16 19:38:49 -05:00
Zack Middleton
7f4b34bf09
Remove unused define MAC_EVENT_PUMP_MSEC
2015-10-04 17:20:56 -05:00
Zack Middleton
a5fbc1bfc4
Fix alloc size for default skin and single shader skin
...
Found by Coverity.
2015-07-12 20:41:47 -05:00
Zack Middleton
4473924636
Remove logically dead code in R_CheckFBO
...
Found by Coverity.
2015-07-12 20:35:22 -05:00
Zack Middleton
9f57fea0ee
Backport ignoring values outside lightgrid to OpenGL1
...
Fixes possibly of reading memory past end of lightGridData or reading
wrong light grid data (wrapping around to next row).
2015-07-12 18:17:57 -05:00
Zack Middleton
1bb2bc370d
Fix OpenGL2 ignoring last light grid point on each axis
...
Also change light grid bounds clamping to make it more clear what invalid
values are.
2015-07-09 22:42:01 -05:00
Zack Middleton
b152cf1423
Don't fog 3D crosshair sprite
2015-07-04 19:33:28 -05:00
Zack Middleton
5e575ae82e
Apply greyscaling to fog blocks
2015-07-04 19:17:58 -05:00
Zack Middleton
f110f668bf
Move image load function prototypes to tr_common.h
...
The functions themselves are in code/renderercommon/tr_image_*.c
2015-06-12 14:22:37 -05:00
SmileTheory
3ebc230b28
OpenGL2: Use signed value in case value goes below 0.
2015-04-06 03:05:28 -07:00
Zack Middleton
c755d75a5e
Fix MDR surface indexes overflow check
...
Also, use the check overflow macro like everywhere else.
2015-03-25 15:41:03 -05:00
Zack Middleton
1a7628126a
OpenGL2: Fix shadow cubemap segfault
...
Changed image size to 512, but 'data' buffer is only 16x16 resulting
in libGL segfault. Use NULL instead like other dynamic images.
2015-03-24 03:39:53 -05:00
Author: Xycaleth
33efe82de9
OpenGL2: Fix shadow cubemap size
2015-03-23 20:05:35 -05:00
SmileTheory
40cfbc9a82
OpenGL2: Fix culling again.
2015-03-12 21:44:06 -07:00
Zack Middleton
99b74fc5bf
OpenGL2: Remove unused function prototype from tr_fbo.c
2015-02-07 18:52:03 -06:00
Ensiform
43c7f1e734
Inform how many shader stages the max is in the warning message
2015-01-26 02:39:59 -06:00
SmileTheory
8c7fedb1fe
OpenGL2: Fix face culling.
2014-11-30 21:50:33 -08:00
SmileTheory
fd23249357
OpenGL2: Ensure tess VAO is bound before using it.
2014-11-21 16:12:53 -08:00
Zack Middleton
c787cf3aef
Fix stencil shadows not drawing if has 500 or more vertexes
...
Stencil shadow is not drawn if a mesh, or multiple meshes with the same
entity and shader, have more than 500 vertexes. The issue is caused by storing
the projected positions in the tess vertex buffer. Use a new array instead.
2014-11-16 21:21:30 -06:00
Zack Middleton
d06deb41c8
Don't set fog image border color
...
GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not
applied to the fog image. GL_CLAMP is not used for fog image (in either renderer),
so it would presumably not be used even if applied to the fog image.
2014-11-16 14:59:09 -06:00
Zack Middleton
60d28722ef
Remove unfinished OpenGL display list code
...
It seems unlikely anyone is going to do anything with this aside from stub
it out in OpenGLES ports.
2014-11-16 14:57:13 -06:00
Zack Middleton
22bcda018b
Correct a few OpenGL variable types
...
Affectly no change for desktop OpenGL.
Use correct types for OpenGLES support.
2014-11-16 14:56:43 -06:00
SmileTheory
89b719ec8d
OpenGL2: Bit more parallax optimization.
2014-11-14 01:12:41 -08:00