Edward Betts
fe42b8653d
Correct spelling mistakes.
2017-11-22 01:40:20 -06:00
SmileTheory
6f1712dafe
OpenGL2: "Fix" cg_shadows 4.
2017-07-14 16:15:02 -07:00
SmileTheory
d549b642bc
OpenGL2: Use an OpenGL 3.2 core context if available.
2017-07-13 12:03:10 -07:00
SmileTheory
0672905ef1
OpenGL2: Detect Intel graphics and avoid/use certain operations there.
...
Also use qglCopyTextureSubImage2DEXT instead of qglCopyTextureImage2DEXT.
2016-12-07 22:30:55 -08:00
SmileTheory
730207817e
OpenGL2: Don't bind null framebuffers when not using framebuffers.
2016-12-07 14:13:29 -08:00
SmileTheory
e022abeebb
OpenGL2: Fix GL_EXT_direct_state_access function names.
2016-07-28 20:04:25 -07:00
SmileTheory
1f6703821f
OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader.
2016-04-05 02:37:05 -07:00
SmileTheory
934014e237
OpenGL2: Create FBOs if target image exists, not cvar settings.
2016-03-09 18:03:23 -08:00
SmileTheory
90d6f941f8
OpenGL2: Add r_shadowBlur.
2016-03-07 02:27:03 -08:00
SmileTheory
d11cfc88d5
OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs.
2016-02-17 19:49:21 -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
Zack Middleton
4473924636
Remove logically dead code in R_CheckFBO
...
Found by Coverity.
2015-07-12 20:35:22 -05:00
Zack Middleton
99b74fc5bf
OpenGL2: Remove unused function prototype from tr_fbo.c
2015-02-07 18:52:03 -06:00
Zack Middleton
1ba9e7a45e
Always use GL_Cull to change cull state
...
Manually changing cull state can cause later GL_Cull calls to not change
the cull state.
2014-10-29 01:32:50 -05:00
SmileTheory
0578b70f38
OpenGL2: Reduce redundant GL calls.
2014-10-14 06:15:06 -07:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
eea652f5c5
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
SmileTheory
d63d7ba6bf
OpenGL2: Use RGBA16F format for HDR.
...
RGB16F is not 4-byte aligned and not supported by certain hardware.
2013-11-20 00:48:18 -08:00
SmileTheory
c350963bf2
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
2013-11-19 03:23:50 -08:00
SmileTheory
8c3ae8d7d2
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
2013-11-05 00:08:59 -08:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
/dev/humancontroller
2d54a12615
fix some "\n"-related stuff
...
add missing "\n"s to some Printf()-like calls (in Rend2)
drop erroneous "\n"s from some Error()-like calls (in Rend2)
drop erroneous "\n" from a Com_Error() call (in vm_sparc.c)
2013-05-30 15:32:44 -05:00
SmileTheory
8b23985358
Make all GLSL shaders use the same set of uniforms.
2013-03-20 22:53:30 -07:00
SmileTheory
fbe56e4fa1
Some minor cleanup.
2013-03-06 02:02:01 -08:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00