Zack Middleton
e45538b1c5
Merge branch 'master' into game/eliteforce
...
Conflicts:
README.md
code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Zack Middleton
7c2dd01873
OpenGL2: Restore adding fixed ambient light when HDR is enabled
...
Use opengl1 renderer behavior of adding fixed amount of ambient light
to all models regardless of HDR setting. It fixes the view weapon
having zero ambient light on pillcity map.
2017-12-15 17:46:51 -06:00
Edward Betts
fe42b8653d
Correct spelling mistakes.
2017-11-22 01:40:20 -06:00
Zack Middleton
4837f4619e
Merge branch 'master' into game/eliteforce
...
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
e03cdf444c
OpenGL2: Remove SF_VAO_MESH.
2017-06-16 16:52:53 -07:00
SmileTheory
aa79738c50
OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
2016-10-11 03:28:20 -07:00
SmileTheory
8417c184b4
OpenGL2: Clamp entity lighting to more resemble OpenGL1.
2016-09-14 04:19:46 -07:00
Zack Middleton
69f9c7d692
Merge branch 'master' into game/eliteforce
...
Conflicts:
Makefile
code/qcommon/q_shared.h
2016-06-17 02:22:52 -05:00
SmileTheory
f9c72eee69
OpenGL2: Parse radius entries from misc_cubemap entities.
2015-12-09 02:00:40 -08:00
Zack Middleton
9839534543
Merge branch 'misc/lilium_common' into game/eliteforce
2015-07-24 23:56:15 -05:00
Zack Middleton
9f57fea0ee
Backport ignoring values outside lightgrid to OpenGL1
...
Fixes possibly of reading memory past end of lightGridData or reading
wrong light grid data (wrapping around to next row).
2015-07-12 18:17:57 -05:00
Zack Middleton
c51801e4c9
Merge branch 'master' into game/eliteforce
2015-07-09 22:43:24 -05:00
Zack Middleton
1bb2bc370d
Fix OpenGL2 ignoring last light grid point on each axis
...
Also change light grid bounds clamping to make it more clear what invalid
values are.
2015-07-09 22:42:01 -05:00
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