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.
Several platforms - OpenBSD being a prominent example - don't provide a
way to get the executable path. Don't abort, just return the current
dir ./ executable dir. This is just a work around, of course. The user
needs to supply a script that calls ./quake2 in the correct directory.
The big problem with the old implementation was that stdout.txt and
stderr.txt on Windows became available when nearly all the low level
initialization was already done. Regardless if the client was in
normal or in portable mode.
Solve this by scanning the command line for the string '-portable'. If
it's not found, stdout and stderr are redirected as early as possible.
If found the global variable (*sigh*) is_portable is set to true. It's
evaluated later on to set the cvar 'portable', which in turn is used
be the filesystem to decide if the home directory should be added to
the search path.
Maybe we should remove the cvar and stick to the global variable.
While at it change the maximum path length for qconsole.log from
MAX_QPATH to MAX_OSPATH. At least on my Linux laptop MAX_QPATH is
too short.
This commit is still untested on Windows!
A new linked list fs_rawPath with nodes of type fsRawPath_t is added.
The new function FS_BuildRawPath() fills it at filesystem initialization
with the raw search path directories. Later FS_BuildGenericSearchPath()
and FS_BuildGameSpecificSearchPath() use it to derive the actual search
directories.
Remove all functions that are no longer used:
* FS_AddGameDirectory()
* FS_SetGameDir()
* FS_AddHomeAsGameDirectory()
* FS_AddBinaryDirAsGameDirectory()
While at it try remove as much global variables from filesystem.c as
possible. Also fix a small, longstandig bug: The download code should
treat .zip and .pk3 files as pak files and not as normal directories.
Refactor FS_SetGamedir() into FS_BuildGameSpecificSearchPath(). The new
function removes the specialized part of the search path if necessary
and create a new specialized part based upon the given directory. It
uses the FS_AddDirToSearchpath() function added in the last commit.
This moves the code used to add a directory and it's paks to the search
path into one well defined function FS_AddDirToSearchPath(). Also create
a new function FS_BuildGenericSearchPath() that builds the generic part
of the global search path. This obsoletes several other, specialized
functions. They'll be removed in a later commit.
This prevents Windows from scaling our (fullscreen) window to crap if
the whole desktop is scaled and we're rendering more than 1080p. This is
believed to fix#208.
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
Commit 883781c selected these paths for all OSs, but when linking to
a system copy of OpenAL for Linux distribution binaries we want the
normal OpenAL in /usr.
Signed-off-by: Simon McVittie <smcv@debian.org>
Sandy Bridges hardware is OpenGL 3.2 compatible and Mesa3D has a working
driver. But the crappy Windows driver is limit to OpenGL 3.1... GL3 is
working on Linux, but not on Windows.
Highlights are:
- Since MSYS2 is much more unixlike than our old build environment we
can remove most Windows specific hacks from the Makefile.
- MSYS2 has an package manager, the build environment can be updated
by "pacman -Syu" just like an ordenary Arch Linux installation.
- Parallel builds are now working.
- git is integrated into the build envirment.
- zlib is now linked as a dynamic lib.
After this commit the old bild environment will no longer work! The
latest version must be downloaded and extracted to C:\MSYS2. Get it
here: https://deponie.yamagi.org/quake2/windows/build/
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"