SmileTheory
b52ede0445
OpenGL2: Add r_glossIsRoughness.
2015-12-08 21:23:50 -08:00
SmileTheory
e5aabdaff6
OpenGL2: Remove some rendering options for simplicity.
2015-12-03 02:44:33 -08:00
SmileTheory
d9e2184c1a
OpenGL2: Add support for parallax occlusion mapping.
2014-11-10 22:11:36 -08:00
SmileTheory
b1821e303d
OpenGL2: remove lightmap support from generic glsl shader.
...
This path was barely used and doing this compiles fewer shaders.
2014-11-10 21:59:37 -08:00
SmileTheory
3765652778
OpenGL2: Fix corrupt models.
2014-10-23 16:51:10 -07:00
SmileTheory
541d3a40c2
OpenGL2: Interleave vertex data for static MD3s.
2014-10-15 03:42:29 -07:00
SmileTheory
0578b70f38
OpenGL2: Reduce redundant GL calls.
2014-10-14 06:15:06 -07:00
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
Zack Middleton
4529f124d6
Merge pull request #29 from inolen/shader_tidying
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misc shader fixes
2014-09-09 19:18:59 -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
Zack Middleton
75cce50a9c
Don't load external GLSL files by default
...
External GLSL should probably only be used for development testing,
not released products. The GLSL files are tied to the code, and the
code changes some what often.
Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.
2014-07-25 23:57:53 -05:00
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
SmileTheory
375f6247d4
OpenGL2: Parallax corrected cubemap (cheaper trick)
2014-03-16 16:29:38 -07:00
SmileTheory
ee67d0a981
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
2014-03-03 21:02:39 -08:00
SmileTheory
5fabc28dff
OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1
2014-02-14 22:41:25 -08:00
Anthony Pesch
3603102088
don't call va each frame in GLSL_VertexAttribPointers
2014-01-14 13:19:15 -08:00
Anthony Pesch
25bde423b5
fixed formatting of a few GLSL float constants
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remove unneeded version number from texturecolor shader
call GLSL_VertexAttribPointers after attribute arrays have been enabled
2014-01-11 17:43:19 -08:00
SmileTheory
f6f3a19f73
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -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
6e5f8cc918
OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
2013-11-12 19:21:51 -08:00
SmileTheory
3846c115e6
OpenGL2: Reduce glsl shader count by using a uniform to disable textures.
2013-11-03 19:34:22 -08:00
SmileTheory
08fcecc829
OpenGL2: Clean up texmod calculations, and improve vertex animation handling.
2013-10-14 01:55:54 -07:00
SmileTheory
f8355ba2fb
OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly.
2013-10-10 03:41:31 -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
acbeca6042
OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.
2013-09-24 03:29:49 -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
/dev/humancontroller
2d54a12615
fix some "\n"-related stuff
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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
Zack Middleton
319df2d4d7
Fix zone memory leak in OpenGL2 renderer
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meminfo command showed the dynamic renderer zone amount going up by 1824 bytes each time I reloaded map using map command.
2013-04-10 23:21:40 -05:00
SmileTheory
28e14c4546
Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
...
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
2013-04-02 00:17:24 -07:00
SmileTheory
66acde6d60
Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest
2013-03-25 21:05:27 -07:00
SmileTheory
8b23985358
Make all GLSL shaders use the same set of uniforms.
2013-03-20 22:53:30 -07:00
SmileTheory
41985945f6
Always reset vertex attrib pointers with animated meshes.
2013-03-11 22:46:21 -07:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00