SmileTheory
84206c8598
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
SmileTheory
873a02bd3c
OpenGL2: VBO cleanup.
2014-10-13 21:57:06 -07:00
SmileTheory
a90c17ac1b
OpenGL2: Better BSP surface merging.
2014-10-07 04:17:01 -07:00
Tim Angus
7277d8d6e7
Fix more warnings
2014-09-01 13:03:06 +01:00
Tim Angus
6665ea4a49
Fix renderergl2 warnings
2014-09-01 11:35:49 +01:00
Zack Middleton
f17f58705c
Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c
...
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-27 20:47:45 -05:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
b099255748
#6095 : OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.
2014-03-19 17:59:07 -07:00
Zack Middleton
c8c7bb1dc3
Fix R_GetEntityToken ending prematurely
...
If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.
Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).
The map poq3dm5 has a "wait" key with value "".
2014-03-10 16:27:31 -05:00
Zack Middleton
b98e6d5cc0
Fix error handling in R_ParseSpawnVars
...
When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.
Also add newlines to printfs.
2014-03-10 15:57:26 -05:00
Zack Middleton
e7f43545ed
Don't wash out HDR vertex lite surfaces in OpenGL2
...
Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.
BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.
This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.
I had enabled this for non-HDR before, but now HDR needs it too.
2014-03-08 12:30:47 -06:00
SmileTheory
5fabc28dff
OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1
2014-02-14 22:41:25 -08:00
SmileTheory
78f8100d74
OpenGL2: Oops, set lightmap alpha to 1.
2014-02-14 03:31:54 -08:00
SmileTheory
7a23bb1c59
OpenGL2: Fix bug in ColorToRGBM().
2014-02-14 02:52:22 -08:00
SmileTheory
79e9baedf8
OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps.
2014-02-13 18:04:23 -08:00
Zack Middleton
dde36d91ce
Fix OpenGL2 non-HDR map surface over brighting
...
Vertex lit map surfaces were saturating to white when
r_mapOverBrightBits was increased and r_hdr was disabled.
Now the color is normalized like lightmaps and lightgrid
when r_hdr is disabled. Which is the same as OpenGL1.
Noticeable on misc_model trisoup.
2014-01-16 00:12:21 -06:00
Zack Middleton
581b6316b7
Fix GL2 deluxemap 0,0,0 to 127,127,127
...
Checked if first byte was 0 twice instead of checking second byte.
2014-01-12 17:02:21 -06:00
SmileTheory
6e5f8cc918
OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
2013-11-12 19:21:51 -08:00
Zack Middleton
a53e7c3074
Fix comparing unsigned values to < 0 in gl2
2013-11-11 01:12:42 -06:00
SmileTheory
ef9fe17dd5
OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
2013-11-08 01:46:17 -08:00
SmileTheory
d295db747c
OpenGL2: Small optimizations and comments in world VBO creation and surface merging.
2013-11-07 04:03:52 -08:00
SmileTheory
7672533e8f
OpenGL2: Prefer VBO/IBO sizes of around 4MB.
2013-11-05 20:07:10 -08:00
SmileTheory
535d0ea70e
OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
2013-10-15 01:19:16 -07:00
SmileTheory
01efe4a538
OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs by shader.
2013-10-14 03:58:13 -07:00
SmileTheory
c6774cf113
OpenGL2: default to RGBM lightmap, and add r_floatLightmap for old behaviour.
2013-10-07 01:46:50 -07:00
SmileTheory
a408a2bdae
OpenGL2: Fix inaccurate RGBM calculation.
2013-09-16 14:26:42 -07:00
SmileTheory
e80faf812e
OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.
2013-09-16 05:57:14 -07:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
Henry Stratmann III
db85b61e94
Add assignment below declarations otherwise compiling fails with msvc
...
Signed-off-by: Zack Middleton <zturtleman@gmail.com>
2013-07-21 19:15:24 -05:00
Zack Middleton
d79fe65878
Fix r_mergeLightmaps 0 crashing OpenGL2 renderer
...
tr.fatLightmapStep was 0 and caused modulus division by 0.
2013-06-20 21:56:04 -05:00
/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
Tim Angus
242dcf9cf8
Suppress warning
2013-05-29 14:24:09 +01:00
SmileTheory
8270d54a25
Don't scale shadow multipliers by overbrightbits, and improve documentation.
2013-04-22 21:52:16 -07:00
SmileTheory
6a763f0671
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
2013-04-02 00:18:24 -07:00
Tim Angus
98360bcd57
Fix some of the things clang --analyze flagged
2013-03-26 16:50:03 +00:00
SmileTheory
66acde6d60
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
2013-03-25 21:05:27 -07:00
Tim Angus
d201443350
Remove a few name tags
2013-02-16 21:03:56 +00:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00