Zack Middleton
e45538b1c5
Merge branch 'master' into game/eliteforce
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Conflicts:
README.md
code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Zack Middleton
9e502bda4d
Only draw cm_patch/bot debug polygons in world scenes
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Fixes debug polygons appearing in HUD head model scene.
2017-10-08 07:18:40 -05:00
Zack Middleton
4837f4619e
Merge branch 'master' into game/eliteforce
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Conflicts:
code/client/cl_main.c
code/qcommon/common.c
code/qcommon/files.c
code/qcommon/msg.c
code/qcommon/q_shared.h
code/renderercommon/tr_common.h
code/renderergl2/tr_extensions.c
code/sdl/sdl_glimp.c
2017-09-17 23:16:55 -05:00
SmileTheory
6f1712dafe
OpenGL2: "Fix" cg_shadows 4.
2017-07-14 16:15:02 -07:00
SmileTheory
93066d2e05
OpenGL2: Don't draw viewmodels in portal views.
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Thanks Cyrax for pointing out, should fix https://bugzilla.icculus.org/show_bug.cgi?id=6363 .
2016-11-25 01:30:21 -08:00
SmileTheory
8749d62bbd
OpenGL2: Remove per fragment tangent space calculation code.
2016-09-14 03:57:51 -07:00
SmileTheory
4faf1008a0
OpenGL2: Remove map color scaling and r_forceSunMapLightScale.
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Also simplify overbright code in ComputeShaderColors().
2016-09-14 02:59:54 -07:00
Tim Angus
bd062f713a
Merge pull request #216 from tkoeppe/abs
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[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
2016-09-13 10:34:48 +01:00
SmileTheory
dfbaf50324
OpenGL2: Store normals/tangents as int16_t[4].
2016-09-06 00:57:15 -07:00
Thomas Köppe
0eb72cd8c4
[renderergl2/tr_main.c] Use floating-point fabsf() for floating-point values
2016-09-01 17:29:32 +01:00
Zack Middleton
69f9c7d692
Merge branch 'master' into game/eliteforce
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Conflicts:
Makefile
code/qcommon/q_shared.h
2016-06-17 02:22:52 -05:00
SmileTheory
ee7fdef87f
OpenGL2: Improve cubemap outside error.
2016-03-28 22:26:19 -07:00
SmileTheory
871872689e
OpenGL2: Add named cubemaps and per-map env.json parsing.
2016-02-10 16:25:32 -08:00
SmileTheory
275317fefb
OpenGL2: Direct state access, part 1: Texture binds
2016-01-18 04:46:01 -08:00
SmileTheory
f9c72eee69
OpenGL2: Parse radius entries from misc_cubemap entities.
2015-12-09 02:00:40 -08:00
Zack Middleton
e6209f3b7c
Fix crash from reading past end of tr.refdef.drawSurfs
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The number of draw surfaces was range checked against number of surfaces for
the current view but needs to check total for the frame otherwise can read
past the end of the tr.refdef.drawSurfs array when there are multiple views.
2015-10-16 20:21:15 -05:00
Zack Middleton
6b9a3a47db
Merge branch 'master' into game/eliteforce
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Conflicts:
code/renderergl1/tr_main.c
code/renderergl2/tr_main.c
2015-07-09 18:42:11 -05:00
Zack Middleton
b152cf1423
Don't fog 3D crosshair sprite
2015-07-04 19:33:28 -05:00
Zack Middleton
ccd93c127b
Port Elite Force renderer changes to OpenGL2
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Appling the diff to renderergl2 mostly worked.
Had to change GLimp_HaveExtension to use GL_EXTENTIONS
directly because Elite Forces GL2 requires an extension that didn't fit in (the smaller than Q3)
glConfig.extensions_string.
Had to set ambientLight for RF_FULLBRIGHT, GL2 doesn't use ambientLightInt.
Made the RF_FORCE_ENT_ALPHA code change pStage->stateBits because the stateBits
are read a lot, whereas in GL1 it's done as an expression and passed to GL_State.
Copied from Spearmint.
There are a few issues; holodeck doors are missing and parts of light grid are black (???).
2014-10-29 09:00:23 -05:00
SmileTheory
84206c8598
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
318d45cff5
OpenGL2: Reimplement MD3 tangent space calculation.
2014-05-27 18:20:12 -07:00
SmileTheory
4fe69cb418
OpenGL2: Remove sRGB support, replace with gamma cvars.
2014-04-16 05:26:03 -07:00
Zack Middleton
5a3e10d716
Don't say cubemap is outside lightgrid 6 times
2014-03-10 16:12:49 -05:00
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
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
6f3edb20b8
#6069 : Remove md4 model support.
2013-11-29 16:13:47 -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
ef9fe17dd5
OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
2013-11-08 01:46:17 -08:00
SmileTheory
535d0ea70e
OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
2013-10-15 01:19:16 -07:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
Tim Angus
98360bcd57
Fix some of the things clang --analyze flagged
2013-03-26 16:50:03 +00:00
Tim Angus
ecd50f01c2
Remove RAVENMD4 #define
2013-03-18 19:05:51 +00:00
Tim Angus
d201443350
Remove a few name tags
2013-02-16 21:03:56 +00:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00