If too many of these sounds are started in one frame (for example if the
player shoots with the super shotgun into the power screen of a Brain)
things get too loud and OpenAL is forced to scale the volume of several
other sounds and the background music down. That leads to a noticable
and annoying drop in the overall volume.
Work around that by limiting the number of sounds started. 16 was
choosen by empirical testing.
This was so broken... Casting the type of an array to silence a
warning... It worked on x86, of course. But gave a SIGBUS on ARM.
Do it right, cast / copy the content of the array into another
array of the correct type. Yeah.
This fixes issue #231.
There're two possible problems with the calculation of the number of
sound buffers for Vorbis if OpenAL is in use:
* We assume that the (more or less) maximum number buffers is allocated
during map load. This is not correct if in a multiplayer game a lot of
custom models with custom sound connect at a later time.
* 64 buffers (about 3 seconds worth of music) may be too low in some
situations.
Work around this by recalculating the number of buffers if necessary.
We're now reserving about 256 (== 12 seconds) buffers.
This may fix issue #252.
We need to take in account that scaling the characters makes them
bigger, thus they need need to be places depending on the scale and not
at a precaclulated position. This should fix issue #247.
Miscframes are coupled to renderframes and are just checking for
renderer changes (very cheap) and advancing CD audio if implemented.
There's no reason not to that at every frame.
This allows us to implement the global timing without an artificial
brake slowing the game unnecessary down. This is only partial working,
more changes and fixes are coming.
The old framecounter had two problems:
* It measured only the time of the current render frame, not the total
time spend between the last and the current render frame. Therefor the
calculated value was too high.
* It was based upon milliseconds and rather inaccurate.
This new frame counter solves both problems. The total time spend
between two render frames is measured and the measurement done in
microseconds.
There're three modes:
* cl_drawfps 1 displayes the average frame rate calculated over the last
60 frames.
* cl_drawfps 2 displays a nice string with minimal framerate, maximum
framerate and average framerate. All three values are calculated over
the last 60 frames.
* cl_drawfps 3 is the same as number 2 but with a second line showing the
raw values.
TODO:
* Discuss if cl_drawfps should be renamed to cl_showfps. All other
status displays are named cl_show*.
While at it remove several unsused drawing functions.
This is the same as the well known Sys_Milliseconds() but like the name
suggests with microsecond precision. To be used in the upcoming new
framecounter.
For some fucking reason, if you set an unsupported
SDL_GL_MULTISAMPLESAMPLES value on Windows (at least Win10 with Intel GPU
drivers, there 16 is unsupported), creating the Window and OpenGL context
will succeed, but you'll get Microsofts stupid GDI OpenGL software
implementation that only supports OpenGL 1.1.
Before these fixes, the GL3 renderer would just crash and the GL1 renderer
would fail to load, which caused the game to run in the background:
No Window, no Input, but sound was playing..
Now this problem should be handled properly and if initialization fails,
the rendering backend will be considered not working, and it will
try the gl1 backend next, and if that also fails it'll give up and exit
the game.
Until now the video menu enforced:
* fov set to 90 and horplus set to 1
* fov set to something other than 90 and horplus to 0
If the user hat configured another configuration through the console the
menu would reset it, even if only unrelated changes are applied. With
this change horplus is ignored by the menu and only fov is altered. The
rationale behind this is that most users want horplus enabled and all
others can disable it through the console.
This is believed to fix issue #225.
While here reimplement the same hack for baseq2/players, lost somewhere
on the way. This is just another searchpath f*ckup. For some reasons
paks have a higher priority than plain directories. We do not want that
for the maps.lst and players/ since id Software decided to put updated
versions of them directly into baseq2/...
This closes issue #217.
SDL_WINDOW_FULLSCREEN changes the display resolution if the requested
resolution is different to the actual resultion. SDL_WINDOW_FULLSCREEN_
DESKTOP doesn't do that, it places a smaller or bigger render area
somewhere inside the fullscreen area. This is somewhat nicer with modern
high resolution flatscreens.
This commit changes vid_fullscreen 1 from SDL_WINDOW_FULLSCREEN to
SDL_WINDOW_FULLSCREEN_DESKTOP. Additional vid_fullscreen 2 is
implemented, it uses SDL_WINDOW_FULLSCREEN to create the fullscreen
area.
TL;DR: Use vid_fullscreen 1 to keep the current resolution or use
vid_fullscreen 2 to switch the resolution.
Implementation details: The whole fullscreen stuff is a horrible mess.
Like generations of hackers before me I'm not desperated enough to clean
it up. GLimp_InitGraphics() is modified to take the fullscreen mode as
an integer and not as a boolean. That's a change to the renderer API.
In GLimp_InitGraphics() the needed SDL fullscreen mode flag is
determined once at the top and just used further down below. That saves
dome SDL1 <-> SDL2 compatibility cruft. IsFullscreen() was modified to
return the actual fullscreen mode and not just if fullscreen is enabled.
if that cvar is set to 1, particles aren't rendered as nice circles, but
as squares, like in the software renderer or in Quake1.
Also documented it in cvarlist.md and fixed some typos there
The model shadows are rendered after all entities are rendered.
This fixes them making entity brushes below them translucent (#194)
The model rendering code used lots of global variables, many of them
totally superfluous (esp. currententity, currentmodel).
I refactored the code to use less global variables (this was at least
partly needed to render the shadows later).
So this looks like lots of changes, but many of them are just using
"entity" instead of "currententity" or "model" instead of "currentmodel"
Like GL1 gl_shadows + gl_stencilshadows: no shadow volumes, but looks
ok apart from standing over edges
The gl_stencilshadows cvar isn't used in GL3, it always uses the stencil
buffer if available (and if gl_shadows != 0)
This still needs performance optimizations: Like the GL1 impl it takes
lots of draw calls per model, it could be done with one per model like
when rendering the actual model.
there have been complaints that those things look too bright, so let
people configure their intensity independently of the general intensity
used for levels, monsters etc.
fixes#189
When applied to y SURF_FLOWING textures are scrolled into the wrong
direction. I guess that in GL1 the offset is also applied to x.
This fixes issue #186.
When the client is paused (either explicit or by entering the menu or
console) the cinematic is paused, too. Therefor no more sound samples
are generated and added to the playback queue, the existing samples are
played over and over again. Until now these samples weren't hearable,
because OpenAL marked them as processed and AL_StreamUpdate() removed
them from OpenALs playback queues. This changed in the previous commit,
now the stay in OpenALs queue and are hearable.
Fix this by calling AL_UnqueueRawSamples() when the menu or console is
entered during cinematic playback.
Newer openal-soft versions changed the way how the processed buffers are
counted when in AL_STOPPED state. Previously only processed buffers were
counted, now all buffers are. Change our unqueue logic to match this new
behavior.
This was debugged and fixed @xorw, I'm just committing the patch. This
closes issue #185.
Resurrect support for render / refresher loadable libraries and use them to implement an experimental OpenGL 3.2 renderer. Please note that the new renderer interface is somewhat different from the original one, old render libraries will NOT work!
The internal order of the items is determined by Menu_AddItem() and
not the y position. Without this change the cursor didn't jump from
item to item, but from the mode list box to the aspect list box,
skipping the brightness slider.
- Bump vid_gamma to 1.2 in both GL1 and GL3. A default value of 1.0 is
too dark.
- Lower gl3_overbrightbits to 1.3, the previous value of 1.5 was too
bright. This can be seen in later units, for example on mine1 some
textures blended into white.
- Lower gl3_particle_size to 40. A value of 60 may be okay, but with
gl3_particle_fade_factor 1.2 the particles take up too much screen
estate in close range combat.
With this changes GL3 looks (at least for me) nearly the same as GL1
rendered through the removed multitexturing path.
Without capping the brightness entity models may fade into pure white
which looks ugly. This can be seen when several flyer fire blaster
bolds onto the player or when multiple barrels are exploding. This
change was suggest by @DanielGibson, I'm just the messenger.
I really don't see why this constraint was ever necessary. It leads to
one line of pixels not rendered either at the bottom or the right edge
of the screen. In GL1 for whatever reasons this line is just black, in
GL3 garbage is drawn.
In SCR_DrawFieldScaled() the HUD scale factor wasn't taken into account
when calculating the screen area affected by the change. Therefor wrong
coordinates were passed to SCR_AddDirtyPoint() and a part of the changed
area wasn't marked dirty, leading to render artifacts.
This bug was present since HUD scaling was first introduced.
the flash should only be drawn in the part of the window where actual
3D rendering happens, not in the borders added if viewsize < 100
(and apparently also for with 1 pixel width if the resolution is odd).