Commit graph

19 commits

Author SHA1 Message Date
Mitch Richters
b02a6a3ec9 - Replace MIN() from templates.h with version provided in STL. 2021-10-30 10:36:15 +02:00
Christoph Oelckers
6ae09f8ec9 - ported Doom's type-on text screens as a screen job overlay. 2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
f8caf88089 - backend update. 2020-10-03 17:04:45 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
d49aedacea - continued work on main loop - added a few new entry points to the game interface. 2020-08-30 00:55:49 +02:00
Christoph Oelckers
c26b6cdf59 - backend sync with GZDoom. 2020-05-31 21:25:52 +02:00
Christoph Oelckers
efa1cd3048 - moved video files to 'common'.
# Conflicts:
#	source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers
e2f5e8fe34 - renamed 'common' to 'core'.
We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
454f796b69 - collect all 3D geometry in a list so that it can be rendered later.
With this out of the way the renderer can now be switched to the core profile.
2020-01-18 22:41:08 +01:00
Christoph Oelckers
dc5b8d27f8 - infrastructure for savegame pics.
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
95f917a408 - added the main vertex buffer and some code to maintain it on systems where persistent mapping is not possible.
All games combined there's 11(!!!) scene render blocks, not counting the sub-blocks for ROR and mirrors.
Does it surprise anyone that most of these sub-blocks do not feature all engine capabilities?
2020-01-12 20:28:07 +01:00
Magnus Norddahl
066f444dd0 Hook up vid_fps 2020-01-03 06:28:25 +01:00
Rachael Alexanderson
21ba23f36d - pull most recent video scale changes from gzdoom 2020-01-01 23:42:09 -05:00
Christoph Oelckers
98604e513e - set up the scene viewport for the postprocessor. 2019-12-31 20:11:31 +01:00
Christoph Oelckers
ad24a1ce31 - 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.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
a021b96119 - added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
2019-12-28 18:20:47 +01:00
Christoph Oelckers
a1f7f0cc30 - added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
2019-12-23 15:40:17 +01:00
Christoph Oelckers
6e9631f2d8 - fixed all undefined symbols except OpenGLFrameBuffer. 2019-12-23 10:53:58 +01:00