Yamagi Burmeister
1ed7762edd
Implement custom modes in the software renderer.
...
This is mostly the same approach as in GL1. I'm not quite sure if the
software rasterizer can work with all aspects and the like but I wasn't
able to crash it by trying several random resultions.
2018-01-09 19:38:00 +01:00
Yamagi Burmeister
cf03e755d3
Implement r_vsync for the softrenderer.
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Whenever the r_vsync cvar is changed recreated the SDL renderer with the
appropriate flags.
2018-01-09 18:44:55 +01:00
Yamagi Burmeister
3df860983f
Implement r_modulate in the software renderer.
...
This is the same implementation as in GL1. In fact the code was
basically there, only the cvar itself was missing. Maybe for performance
reasons?
2018-01-09 18:23:29 +01:00
Yamagi Burmeister
e01e9a0b94
Rename gl_ztrick to gl1_ztrick.
2018-01-09 15:58:05 +01:00
Yamagi Burmeister
24b014715f
Rename gl_texture*mode to gl1_texture*mode.
2018-01-09 15:54:27 +01:00
Yamagi Burmeister
b87465886e
Rename gl_swapinterval to r_vsync.
2018-01-09 15:01:06 +01:00
Yamagi Burmeister
74ac58eb5a
Rename gl_stereo* to gl1_stereo*.
2018-01-09 14:51:59 +01:00
Yamagi Burmeister
70ca5b2ade
Rename gl_saturatelightning to gl1_saturatelightning.
2018-01-09 14:39:42 +01:00
Yamagi Burmeister
aa6c1826db
Rename gl_round_down to gl1_round_down.
2018-01-09 14:36:51 +01:00
Yamagi Burmeister
6c880bcf1f
Rename gl_polyblend to gl1_polyblend.
2018-01-09 14:34:27 +01:00
Yamagi Burmeister
bbe4fe0b68
Rename gl_pointparameters to gl1_pointparameters.
2018-01-09 14:31:45 +01:00
Yamagi Burmeister
be94b5612f
Rename gl_picmip to gl1_picmip.
2018-01-09 14:29:02 +01:00
Yamagi Burmeister
171e592693
Rename gl_particle* to gl1_particle*.
2018-01-09 14:26:11 +01:00
Yamagi Burmeister
4061e85cd7
Rename gl_palettedtexture to gl1_palettedtexture.
2018-01-09 14:19:00 +01:00
Yamagi Burmeister
f0c4b4fd14
Rename gl_overbrightbits to gl1_overbrightbits.
2018-01-09 14:16:13 +01:00
Yamagi Burmeister
526904ca03
Rename gl_modulate to r_modulate.
2018-01-09 14:09:34 +01:00
Yamagi Burmeister
11ad28b711
Unify gl_mode and sw_mode in r_mode.
2018-01-09 14:03:45 +01:00
Yamagi Burmeister
78ff99dd86
Rename gl_polyblend to gl1_polyblend and unite *_lockpvs to r_lockpvs.
2018-01-09 09:44:06 +01:00
Yamagi Burmeister
3a4496c239
Rename gl_farsee to r_farsee.
2018-01-09 09:32:07 +01:00
Yamagi Burmeister
d2b3030cfe
Rename gl_dynamic to gl1_dynamic and remove it from GL3.
2018-01-09 09:29:33 +01:00
Yamagi Burmeister
03098715ee
Rename gl_custom* to r_custom*.
2018-01-09 09:25:29 +01:00
Yamagi Burmeister
ae9d7e397f
Rename gl_*scale to r_*scale.
2018-01-09 09:19:39 +01:00
Yamagi Burmeister
49fae3c25c
Rename gl_clear to r_clear.
2018-01-09 09:09:52 +01:00
Yamagi Burmeister
679e556b4f
Rename gl_speeds to r_speeds.
2018-01-06 18:40:50 +01:00
Yamagi Burmeister
214c473de0
Rename gl_novis no r_novis.
2018-01-06 18:38:30 +01:00
Yamagi Burmeister
b453ec5372
Rename gl_norefresh to r_norefresh.
2018-01-06 18:35:03 +01:00
Yamagi Burmeister
f8c71af0cf
Rename gl_lightlevel to r_lightlevel.
2018-01-06 18:31:06 +01:00
Yamagi Burmeister
8a83c92044
Rename gl_lerpmodels to r_lerpmodels.
2018-01-06 18:25:53 +01:00
Yamagi Burmeister
55889e4abb
Rename gl_fullbright to r_fullbright.
2018-01-06 17:03:59 +01:00
Yamagi Burmeister
773147524b
Rename gl_drawworld to r_drawworld.
2018-01-06 16:59:47 +01:00
Yamagi Burmeister
aa4d92e8dd
Rename gl_drawentities to r_drawentities.
2018-01-06 16:53:45 +01:00
Yamagi Burmeister
226e5922b9
Rename cl_drawfps to cl_showfps, to be consistent with other cvar.
...
And ensure that a nice message is printed to the console if anyone
enters the old cvar.
2018-01-06 16:26:28 +01:00
Yamagi Burmeister
7ae9b38da1
Fix video background color if the gl1 or gl3 renderer is used.
...
Both use truecolor and not paletted colors.
2018-01-03 21:11:08 +01:00
Yamagi Burmeister
4d1b4fa88c
Move the soft renderer header files into a subdirectory header/.
...
This matches the rest of YQ2s source tree.
2017-12-26 09:33:10 +01:00
Denis Pauk
4f68f0e9f1
Fix link issues
2017-12-17 23:18:56 +02:00
Yamagi Burmeister
2c149eda99
Call te soft renderer just "Software" and not "SDL Soft".
2017-12-17 09:59:37 +01:00
Yamagi Burmeister
6129e902b0
Add missing SDL2.h header.
2017-12-17 08:34:42 +01:00
Denis Pauk
60b444834e
Set VSYNC
2017-12-11 23:48:12 +02:00
Denis Pauk
4f9833153f
Fix background under cinematic and gamma values
2017-12-11 23:33:19 +02:00
sezero
51200b3e6b
replace several long casts with intptr_t and include stdint.h for it.
2017-12-11 23:33:19 +02:00
Denis Pauk
c43e944a3d
Rebase soft render from https://icculus.org/quake2/
...
* deleted asm code
* added support 2k+ resolutions
* SDL2 support
2017-12-11 23:33:19 +02:00
Yamagi Burmeister
e429356bd3
Merge branch 'openal_volume'
2017-12-02 16:41:39 +01:00
Yamagi
44da2aca3b
Merge pull request #262 from DanielGibson/fix-win-msaa-crash
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Fix crash on Windows if MSAA is set to a value the driver doesn't support
2017-12-02 16:38:26 +01:00
Yamagi Burmeister
e3e5bd1bdd
Fix drop in volume when shooting into a Brains power screen.
...
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.
2017-11-30 08:26:39 +01:00
Yamagi Burmeister
e30f824944
Don't cast the array itself but it's content.
...
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 .
2017-11-14 17:24:41 +00:00
Yamagi Burmeister
1396741904
Fix possible Vorbis buffer underruns.
...
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 .
2017-11-04 18:22:53 +01:00
Yamagi
7b6340ddff
Merge pull request #245 from 0lvin/back_button_as_escape
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Add support for use controller back button as ESC
2017-10-22 18:19:56 +02:00
Yamagi Burmeister
185e89722a
Don't unqueue OpenAL raw samples if OpenAL isn't initialized.
...
This fixes a crash at menu entry if a cinematic is playing when the
game is build with OpenAL support, but s_openal is set to 0.
2017-10-22 17:58:31 +02:00
Thomas Green
f46c46864a
Fix a potential OGG issue when OpenAL library is not found.
2017-10-22 17:54:59 +02:00
Denis Pauk
a08374c8cd
Add more strict checks for read/write spaces in pcx decode logic
2017-10-21 01:01:41 +03:00