Zack Middleton
9c99cf29db
Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps too
...
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
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
Zack Middleton
07290a7d52
Fix typo in animMap and videoMap warnings
2014-03-10 19:58:55 -05:00
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
bc2efc4870
#6077 : OpenGL2: Add r_ignoreDstAlpha.
2013-12-17 04:08:25 -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
acbeca6042
OpenGL2: Remove AGEN_FRESNEL(superceded by cubemap patch), and some small fixes and optimizations.
2013-09-24 03:29:49 -07:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
SmileTheory
d46916082d
#5999 : OpenGL2: Don't use lightall shader with deforms or adjustColorsForFog.
2013-08-23 01:35:17 -07:00
SmileTheory
ebd164deaf
#6004 : OpenGL2: Make any CGEN_LIGHTING_DIFFUSE stages use lightall shader.
2013-08-23 00:55:28 -07:00
Zack Middleton
d4f785c465
Improve warning for shader missing opening brace
2013-06-02 21:59:01 -05:00
Zack Middleton
3ec2b02dce
Check for shaders without closing brace
...
Shaders without closing brace can eat shaders in other files.
Pass depth to SkipBracedSection instead of reparsing text as it messed up parse line numbers.
2013-06-02 21:55:19 -05:00
Zack Middleton
eb73dcb7f4
Catch more bad shader syntax cases
...
Use to only ignore file in cases where both { and \0 were missing after shader name. Now ignore file when either are missing, such as "}\0".
2013-05-30 22:58:58 -05:00
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
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
Tim Angus
98360bcd57
Fix some of the things clang --analyze flagged
2013-03-26 16:50:03 +00:00
SmileTheory
e14a814ba2
Support more tcgens in lightall shader.
2013-03-14 23:11:27 -07:00
SmileTheory
9eef320c91
Remove some more automatic sRGB image flags.
2013-03-12 22:00:51 -07:00
SmileTheory
e6e0d47099
Fix clampmapped images being always treated as sRGB.
2013-03-07 14:23:28 -08:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00