Commit Graph

4339 Commits

Author SHA1 Message Date
Denis Pauk 7d3545abd7 Merge remote-tracking branch 'yquake2/master' 2024-08-09 01:35:40 +03:00
Denis Pauk 1a02a6423b vk: use single draw in Vk_RenderLightmappedPoly 2024-08-09 01:17:21 +03:00
Yamagi 8cc3361730 Hardcode the SDL audio driver (again) to `directsound` under Windows.
Windows defaults to `wassapi`, which is a sensible choice. But WASAPI
only guarantees 32 bit float samples, anything else only works if the
driver or something supports it and YQ2 requires 16 bit samples. That
can be worked around by having SDL recode the audio, but I don't want
such a invasive change right before a release.

Another part of #1132.
2024-08-08 18:43:03 +02:00
Denis Pauk a60ec01de9 vk: get rid of QVk_GetTriangleFanIbo 2024-08-08 00:51:23 +03:00
Denis Pauk 1382b02a3c vk: use GenFanIndexes directly in DrawVkPoly 2024-08-08 00:29:02 +03:00
Yamagi 409c508a7d Update CHANGELOG for 8.41. 2024-08-07 12:08:20 +02:00
Yamagi b3c47df0c8 Don't overwrite SDLs audio driver selection.
Hardcoding default driver for some of the supported platform is a
remnant of SDL 1.2 and hasn't been necessary since SDL 2.0 a long
time ago. In fact it has a high properbility to break things, SDL
could easily end up with a non working driver.

When `s_sdldriver` is set to the newly introduced value `auto` the
driver is selected by SDL. In all other cases the string is the
driver name which SDL will be forced to.

This doesn't fix existing configs. Since the OpenAL sound backend has
been the default for nearly 15 years and we haven't received bug reports
for some other problem with the SDL sound backend in the past, I'm half
sure that there are next to users out there. These can reset the cvar
by hand if necessary.

Closes #1132.
2024-08-07 12:04:54 +02:00
Denis Pauk 32d2a465d4 vk: use vkCmdDrawIndexed in EmitWaterPolys 2024-08-07 00:03:06 +03:00
Denis Pauk dca42e0a04 vk: use vkCmdDrawIndexed in R_DrawSkyBox 2024-08-06 23:06:02 +03:00
Denis Pauk ea069e4174 vk: use GenFanIndexes in R_RenderDlight 2024-08-06 00:18:17 +03:00
Denis Pauk 4ebe9a74c0 vk: single call render NullModel 2024-08-04 19:14:47 +03:00
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
Menu: minor code refactor
2024-07-20 09:31:54 +02:00
Yamagi eef7db91d8
Merge pull request #1124 from protocultor/gl1_buffer
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
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
Buffered shadows.
2024-07-15 12:33:19 -04:00