Christoph Oelckers
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6135e388ed
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- changed the remaining license headers from GZDoom's renderer's files, in agreement with all contributors to this code.
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2020-01-03 08:03:29 +01:00 |
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Magnus Norddahl
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066f444dd0
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Hook up vid_fps
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2020-01-03 06:28:25 +01:00 |
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Magnus Norddahl
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2403d1b7e5
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Update the license for the postprocessing source code
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2020-01-03 05:42:37 +01:00 |
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Christoph Oelckers
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afb1d7b885
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- changed a few licenses of my own code to something more permissive.
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2020-01-02 19:38:47 +01:00 |
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Rachael Alexanderson
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a6bf1c3026
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- oops, didn't mean to change this line (I blindly copied the function over)
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2020-01-02 00:15:19 -05:00 |
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Rachael Alexanderson
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21ba23f36d
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- pull most recent video scale changes from gzdoom
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2020-01-01 23:42:09 -05:00 |
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Rachael Alexanderson
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6a17e3910b
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- relicense my reused GZDoom code as BSD
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2020-01-01 08:59:40 -05:00 |
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Christoph Oelckers
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bcb48d8441
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- added handling for changing the screen size (dragging the window borders / change scale factor)
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2020-01-01 09:49:06 +01:00 |
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Christoph Oelckers
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98604e513e
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- set up the scene viewport for the postprocessor.
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2019-12-31 20:11:31 +01:00 |
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Christoph Oelckers
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ad24a1ce31
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- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
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2019-12-30 20:16:51 +01:00 |
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Christoph Oelckers
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d80159b76a
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- use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
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2019-12-29 14:35:24 +01:00 |
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Magnus Norddahl
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26dbf5fe10
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Fix black screen
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2019-12-29 05:10:36 +01:00 |
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Christoph Oelckers
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737bf15ad8
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- added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
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2019-12-28 22:36:47 +01:00 |
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Christoph Oelckers
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a021b96119
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- added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
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2019-12-28 18:20:47 +01:00 |
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Christoph Oelckers
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62e9112133
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- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
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2019-12-26 14:04:53 +01:00 |
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Christoph Oelckers
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5bd32cf769
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- fixed: Voxel setup code wasn't called anymore.
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2019-12-25 00:30:13 +01:00 |
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Christoph Oelckers
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141887263d
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- header cleanup
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2019-12-23 21:19:42 +01:00 |
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Christoph Oelckers
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62ecedf1f8
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- got it to the point where it can render to the GL surface from the native backend.
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2019-12-23 19:37:40 +01:00 |
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Christoph Oelckers
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a1f7f0cc30
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- added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
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2019-12-23 15:40:17 +01:00 |
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Christoph Oelckers
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6e9631f2d8
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- fixed all undefined symbols except OpenGLFrameBuffer.
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2019-12-23 10:53:58 +01:00 |
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