Zack Middleton
107cae63d6
Merge branch 'master' into sdl2
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Conflicts:
.travis.yml
2014-06-03 00:52:49 -05:00
Zack Middleton
b12a9acf4d
Merge branch 'master' (early part 2) into sdl2
2014-06-03 00:50:50 -05:00
SmileTheory
9efaf819dc
OpenGL2: Really obvious optimization to previous commit.
2014-05-27 20:52:36 -07:00
SmileTheory
318d45cff5
OpenGL2: Reimplement MD3 tangent space calculation.
2014-05-27 18:20:12 -07:00
Zack Middleton
eeeaf3f125
Fix potential buffer overflow caused by long tcMod args
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Found by Coverity.
2014-05-25 18:44:17 -05:00
Zack Middleton
9c99cf29db
Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps too
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Zero length lightmap lump will have NULL tr.lightmaps.
OpenGL1 already has this check, because r_vertexLight 1
would crash Team Arena. OpenGL2 does not disable loading lightmaps
when r_vertexLight is 1 though, so it does not have that issue.
2014-05-25 18:41:57 -05:00
Zack Middleton
e21ff01946
Don't use memset with non-zero value to fill ints
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Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
2014-05-25 16:10:01 -05:00
Zack Middleton
3a7298d6ae
Make R_LerpTag return qfalse if MDR tag does not exist
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Elite Force SDK has trap_R_LerpTag return void, so this shouldn't cause issues for iostvef.
Allows new games to check if a tag exists in a MDR model.
2014-05-06 21:10:16 -05:00
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
Zack Middleton
c55df2c9aa
Merge branch 'master' into sdl2
2014-03-24 17:53:08 -05:00
Zack Middleton
73aa7ef2c7
Merge branch 'master' (early part) into sdl2
2014-03-24 17:51:57 -05:00
Zack Middleton
9f3fd12501
Remove unused extern qboolean charSet
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No variable even exists.
2014-03-24 12:47:14 -05:00
SmileTheory
b099255748
#6095 : OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.
2014-03-19 17:59:07 -07:00
SmileTheory
375f6247d4
OpenGL2: Parallax corrected cubemap (cheaper trick)
2014-03-16 16:29:38 -07:00
Zack Middleton
07290a7d52
Fix typo in animMap and videoMap warnings
2014-03-10 19:58:55 -05:00
Zack Middleton
c8c7bb1dc3
Fix R_GetEntityToken ending prematurely
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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
5a3e10d716
Don't say cubemap is outside lightgrid 6 times
2014-03-10 16:12:49 -05:00
Zack Middleton
b98e6d5cc0
Fix error handling in R_ParseSpawnVars
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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
9ec7931c54
Merge branch 'master' into sdl2
2014-03-08 21:32:47 -06:00
Zack Middleton
e7f43545ed
Don't wash out HDR vertex lite surfaces in OpenGL2
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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
MAN-AT-ARMS
11ed883298
OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage
2014-03-04 20:31:31 -05:00
SmileTheory
ee67d0a981
OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars.
2014-03-03 21:02:39 -08:00
SmileTheory
ea2810c085
OpenGL2: Minor GLSL shader improvements.
2014-03-03 17:32:07 -08:00
MAN-AT-ARMS
71386beaac
OpenGL2: Fix pshadows for MDR models
2014-02-22 18:09:48 -06:00
SmileTheory
3740c55dec
OpenGL2: Remove and force r_softOverbright.
2014-02-20 17:01:50 -08:00
Tim Angus
1250b352be
Merge branch 'master' into sdl2
2014-02-18 10:30:35 +00:00
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
ed087bb89e
Merge branch 'master' into sdl2
2014-02-07 23:24:12 -06:00
Zack Middleton
cc9072d098
Check for buffer overflow for rail/lightning surfaces
2014-01-25 21:15:36 -06:00
Zack Middleton
dde36d91ce
Fix OpenGL2 non-HDR map surface over brighting
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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
aa92f7e76a
Merge pull request #30 from inolen/nova_fix
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don't call va each frame in GLSL_VertexAttribPointers
2014-01-14 13:23:37 -08:00
Anthony Pesch
3603102088
don't call va each frame in GLSL_VertexAttribPointers
2014-01-14 13:19:15 -08:00
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
Zack Middleton
581b6316b7
Fix GL2 deluxemap 0,0,0 to 127,127,127
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Checked if first byte was 0 twice instead of checking second byte.
2014-01-12 17:02:21 -06:00
Zack Middleton
4520857fc9
Make GL2 MDR code use R_VboPackNormal for normal
2014-01-10 12:48:17 -06:00
SmileTheory
bc2efc4870
#6077 : OpenGL2: Add r_ignoreDstAlpha.
2013-12-17 04:08:25 -08:00
SmileTheory
623d107f42
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
2013-12-12 21:38:01 -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
IR4T4
ca23b626a0
r_noborder changes require a restart
2013-12-06 23:29:47 -06:00
Zack Middleton
973a616061
Fix white flash levelshot bug in OpenGL1
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If you tried to draw the last loaded image, gl texture 0 (which is appearently white)
was used because renderer thought the image was already bound.
Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
2013-12-06 23:06:52 -06:00
James Canete
c02528cf1d
Merge pull request #21 from cmf028/master
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Fix glsl DEFORM_BULGE calculation
2013-12-01 19:33:51 -08:00
cmf028
e01b66aef5
Fix glsl DEFORM_BULGE calculation
2013-12-01 21:19:26 -06:00
Zack Middleton
0a4da32d62
Remove R_AddAnimSurfaces and R_MakeAnimModel prototypes
2013-11-30 03:16:05 -06:00
SmileTheory
ecc1f23b1d
OpenGL2: Remove redundant GLS_* enum.
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Thanks Xycaleth for pointing out.
2013-11-29 23:40:48 -08:00
SmileTheory
6f3edb20b8
#6069 : Remove md4 model support.
2013-11-29 16:13:47 -08:00
Zack Middleton
ad514c9689
Merge branch 'master' into sdl2
2013-11-26 16:57:10 -06:00
Zack Middleton
2044bcb12d
Silence warnings about unused static functions in opengl2
2013-11-25 15:27:09 -06:00