Denis Pauk
409b5bcd20
vk: reuse index buffer for model shadow
2024-08-04 16:37:46 +03:00
Denis Pauk
7ab6341e5b
vk: remove drawInfo usage in vk_mesh
2024-08-04 16:02:25 +03:00
Denis Pauk
138a51c476
vk: single call for all shadow mesh in alias model
2024-08-04 15:19:24 +03:00
Denis Pauk
a7dc338e5c
vk: single call for all meshes in alias model
2024-08-04 13:35:13 +03:00
Denis Pauk
c43f8f1ce3
vk: use single index buffer for alias mesh
2024-08-04 00:48:54 +03:00
Denis Pauk
cd16e9884d
vk: rework fan index buffer cache
2024-08-03 13:48:56 +03:00
Denis Pauk
d9a240a935
vk: pregenerate index buffer in Vk_DrawAlias
2024-08-03 00:19:46 +03:00
Denis Pauk
06167fc711
vk: share buffers and pipeline select for whole mesh
...
Move gen Strip/Fan index to separate functions.
2024-08-02 13:52:39 +03:00
Denis Pauk
a0745ba023
Use SURF_TRANSPARENT instead SURF_TRANS33 | SURF_TRANS66
2024-07-31 22:48:53 +03:00
Denis Pauk
ea7f219832
Merge remote-tracking branch 'yquake2/master'
2024-07-31 22:42:18 +03:00
Yamagi
3aa051c6d2
Merge pull request #1133 from protocultor/lightmapchain_fix
...
Infinite loop in R_GetBrushesLighting() function, hangs the game
2024-07-31 20:22:57 +02:00
Jaime Moreira
1df86ae16d
lightmapchain cleared of surfaces added twice
2024-07-31 12:13:32 -04:00
Denis Pauk
8b6ae7cc89
vk: share ubo in Vk_DrawAlias
2024-07-31 18:12:10 +03:00
Denis Pauk
1b62173355
pcx: show developer warning for uncommon pcx files
2024-07-31 11:16:36 +03:00
Denis Pauk
7ee871dc76
cin: add lmp image format support
2024-07-31 00:12:53 +03:00
Denis Pauk
f1d8387d81
rename s|bitesPerPixel|bitsPerPixel|g
2024-07-30 08:49:58 +03:00
Denis Pauk
40e4eb135a
Quake 2 8.41RR8
...
- Fix platforms in q64/outpost,
- Add MDR model format support,
- Sync with classic yquake 2 repository,
- Full support pcx version 5 format,
- Rework image load code.
2024-07-29 23:02:06 +03:00
Denis Pauk
6247cf2692
collision: load ent file without has as backward compatibility
...
https://github.com/yquake2/yquake2/pull/1130#issuecomment-2256461447
2024-07-29 22:56:44 +03:00
Yamagi
c72d0c1b39
Add back linker options somehow lost in 8cedbb0
.
...
Closes #1129 , fixed by @ArminiusTux.
2024-07-29 19:18:48 +02:00
Denis Pauk
e754261f22
ReadMe: add more SDK links
2024-07-29 15:07:57 +03:00
Denis Pauk
0a774a4f75
models: add support of MDR
...
* https://github.com/ioquake/ioq3/blob/main/md4-readme.txt
* https://github.com/UberGames/MD3View
2024-07-29 13:31:12 +03:00
Denis Pauk
30a2045189
Merge remote-tracking branch 'yquake2/master'
2024-07-27 18:52:15 +03:00
Yamagi
4b3545697e
Bump version number to 8.41pre.
2024-07-27 09:41:02 +02:00
Yamagi
4e41dbf186
Bump version to 8.40.
2024-07-27 09:40:00 +02:00
Denis Pauk
7551b683de
Fix platforms in q64/outpost
...
Fix regression from 30fa1d6b83
Issue comes from Rogue code merge.
2024-07-24 12:53:13 +03:00
Denis Pauk
6c16fe1e8e
Merge remote-tracking branch 'yquake2/master'
2024-07-21 18:07:00 +03:00
Yamagi
528ffe6a6d
Add missing R_ApplyGLBuffer()
to actually render the player menu.
...
This fixes part of the player setup menu missing after the GL1 grouped
drawcalls branch was merged.
Submitted by @protocultor in
https://github.com/yquake2/yquake2/pull/1124#issuecomment-2241272507
2024-07-21 09:24:49 +02:00
Denis Pauk
7258f240ce
Merge commit 'df81a8b7'
2024-07-21 00:23:27 +03:00
Yamagi
824cd9c034
Update CHANGELOG for 'Group draw call in GL1.'
2024-07-20 09:35:14 +02:00
Yamagi
85ca97192d
Merge pull request #1125 from apartfromtime/menu-stack
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Menu: minor code refactor
2024-07-20 09:31:54 +02:00
Yamagi
eef7db91d8
Merge pull request #1124 from protocultor/gl1_buffer
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Grouped draw calls for improved performance with GL1
2024-07-20 09:24:23 +02:00
apartfromtime
df81a8b7b8
menu: active menu layer
...
Replace function pointers with active menu layer.
2024-07-20 11:57:21 +10:00
apartfromtime
2bafa22cfc
menu: menu framework function pointers
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Add function pointers draw and key event to menu framework.
Setup function pointers for menu frames.
Pass menu framework as parameter to M_PushMenu().
2024-07-20 10:21:22 +10:00
Denis Pauk
ed286f39e5
images: pcx pcx_width could be smaller that bytes_by_line
...
Some tools could round up bytes_by_line from pcx_width.
Just ignore such cases.
2024-07-16 23:50:41 +03:00
Denis Pauk
1e0aa094cb
Merge remote-tracking branch 'yquake2/master'
2024-07-15 23:37:05 +03:00
Yamagi
4b9b8e14a4
Switch g_quick_weap to 1 by default.
...
It's a nice to have convenience feature that most players will never
notice. Die hard traditionalists can switch it off.
2024-07-15 21:42:15 +02:00
Yamagi
2d581a3667
Fix description of g_quick_weap and fix typo, it's SDL 3.1.2.
2024-07-15 21:38:26 +02:00
Jaime Moreira
15a1ebdd74
Deleted gl1_biglightmaps
...
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.
2024-07-15 12:45:15 -04:00
Jaime Moreira
24b546ba54
GL1 unified draw calls, episode vi
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Buffered shadows.
2024-07-15 12:33:19 -04:00
Jaime Moreira
55dfaa2e3b
GL1 unified draw calls, 05
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Buffered 'alias' models. Logic from R_DrawAliasModel() and
R_DrawAliasFrameLerp() was moved to R_ApplyGLBuffer().
2024-07-15 11:20:26 -04:00
Jaime Moreira
e8b2e36bd8
GL1 unified draw calls, chapter iv
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Buffered flashblend effects.
2024-07-15 10:18:46 -04:00
Jaime Moreira
749e70b988
GL1 unified draw calls, part 3
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Batching / buffered procedure, applied to multitexture surfaces.
This solves the issue with gl1_overbrightbits, when jumping
between 0 and 2-4.
2024-07-15 09:05:21 -04:00
Jaime Moreira
4461128255
GL1 unified draw calls, cont.
...
Batching procedure from previous commit, applied this time to GLPoly
/ single texture surfaces; alpha and liquid included.
2024-07-15 08:23:43 -04:00
Jaime Moreira
50aebd2de4
GL1 unified draw calls, init
...
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).
2024-07-15 06:56:02 -04:00
Denis Pauk
1a9733bd75
images: replace generated palette with first image one
2024-07-15 11:53:42 +03:00
Denis Pauk
4e61cbccc2
images: more strict check of pcx
...
checked with https://samples.ffmpeg.org/image-samples/pcx/
2024-07-15 04:47:39 +03:00
Jaime Moreira
4503333b3a
GL1: lighting for brushes on the entity list...
...
...is being "preprocessed" before regenerating lightmaps, so there
are no additional changes to the lightmaps when drawing those brushes.
2024-07-14 20:20:27 -04:00
Jaime Moreira
1bae1e359f
GL1: removed many fruitless glTexParameteri calls
...
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.
2024-07-14 19:31:00 -04:00
Denis Pauk
3ba0f35636
images: pcx make buffer const
2024-07-15 00:44:15 +03:00
Denis Pauk
2e32da65bd
images: pcx add support 2/4 bits in single plane
2024-07-15 00:23:20 +03:00