Variant of GL1, meant for embedded/mobile devices only.
Build it with "make with_gles1".
For Windows, you'll need MSYS2 and a decent ANGLE implementation
(probably not worth the trouble).
Building with CMake only works in Linux, so it has been commented out.
Changed "buffer" functions (vertex, single/mtex, color) to macros.
Macros eliminate the function call overhead, resulting in faster
execution times. Depending of the hardware, there might be a
performance increase of almost 10%.
This forced the buffer to be exposed as global.
Not worth doing this for 2D elements though.
glTexSubImage2D() calls are very slow, and are even slower when
the texture is big. Dynamic lighting changes are small compared
to the huge 512x512 size of the lightmap this option provided,
so it was detrimental to performance.
Original logic remains underneath if there's a need of a comeback.
Implemented a batching procedure, to try to group meshes in a buffer
and use a final GL call to draw them all in one step, instead of the
many GL draw calls existing today.
For now, only 2D textures are included, especifically console text
("conchars"), scrap and tiles. It's not worth doing this for
individual 2D elements (e.g. crosshair).
They were in this form:
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG/MIN_FILTER,GL_LINEAR)
Only appeared at startup, but we didn't need so many of them.
ref_gl renders use 0.0..1.0 float texture coordinates in gl commands
and skin ratio/resolution could be any.
ref_soft render uses absolute coordinates as result textures with
different to expected size are applied incorrectly.
Fix will not add support of scalled retextured skins, just fix case
when ratio is incorrect after scale down such or place a incorrect
pcx skin to the model directory.
The first try didn't take into account that an evil server could
override the filter list by sending a stuff command. Fix this by
hardcoding the filters for .dll, .dylib and .so. Make sure that the
filters are always applied, either when the download is requested
through the `download` command or because game data is missing.
This is just a poor mans fix, trying to rule out an obvious way to
inject code into the client.
`cl_nodownload_list` is a whitespace seperated list of strings, files
containing one of these strings in their name are never downloaded. Set
to `.dll .dylib .so` by default to prevent downloading libraries which
can be injected into client.
Closes#1114.
It will be used in a later commit. While at it change Q_strcasecmp() and
Q_strncasecmp() to take the arguments as const, matching the signatures
of the non-replacement versions.