Commit graph

7 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
SmileTheory
535d0ea70e OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
SmileTheory
f8355ba2fb OpenGL2: Fix TCGEN_ENVIRONMENT stages not rendering correctly. 2013-10-10 03:41:31 -07:00
SmileTheory
7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
SmileTheory
66acde6d60 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-03-25 21:05:27 -07:00
Tim Angus
f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
Renamed from code/rend2/tr_light.c (Browse further)