lilium-voyager/code/renderergl2
Zack Middleton 95b241b8ba OpenGL2 don't try to dlight surfaces that had all dlights culled
In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.

However if using a repeating image (tr.defaultImage instead of tr.dlightImage);

  * In OpenGL1 image is only drawn on surfaces close to dlight origin.
  * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.

It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)

I have no idea why this isn't a problem in OpenGL1.
2014-06-10 21:34:31 -05:00
..
glsl OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
tr_animation.c OpenGL2: Fix pshadows for MDR models 2014-02-22 18:09:48 -06:00
tr_backend.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_bsp.c #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. 2014-03-19 17:59:07 -07:00
tr_cmds.c OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
tr_curve.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_extensions.c OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
tr_extramath.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_extramath.h OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_fbo.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_flares.c #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
tr_glsl.c OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
tr_image.c OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
tr_init.c OpenGL2: Reimplement MD3 tangent space calculation. 2014-05-27 18:20:12 -07:00
tr_light.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
tr_local.h OpenGL2: Reimplement MD3 tangent space calculation. 2014-05-27 18:20:12 -07:00
tr_main.c OpenGL2: Reimplement MD3 tangent space calculation. 2014-05-27 18:20:12 -07:00
tr_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
tr_model.c OpenGL2: Really obvious optimization to previous commit. 2014-05-27 20:52:36 -07:00
tr_model_iqm.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_postprocess.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_postprocess.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_scene.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_shade.c OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_shade_calc.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_shader.c Fix potential buffer overflow caused by long tcMod args 2014-05-25 18:44:17 -05:00
tr_shadows.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_sky.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c Check for buffer overflow for rail/lightning surfaces 2014-01-25 21:15:36 -06:00
tr_vbo.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_world.c OpenGL2 don't try to dlight surfaces that had all dlights culled 2014-06-10 21:34:31 -05:00