Commit graph

8 commits

Author SHA1 Message Date
Zack Middleton
ccd93c127b Port Elite Force renderer changes to OpenGL2
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
Tim Angus
6665ea4a49 Fix renderergl2 warnings 2014-09-01 11:35:49 +01:00
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
6e5f8cc918 OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
SmileTheory
08fcecc829 OpenGL2: Clean up texmod calculations, and improve vertex animation handling. 2013-10-14 01:55:54 -07:00
/dev/humancontroller
2d54a12615 fix some "\n"-related stuff
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
Tim Angus
f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
Renamed from code/rend2/tr_shade_calc.c (Browse further)