Commit Graph

8670 Commits

Author SHA1 Message Date
Magnus Norddahl 9525d3690f Added gl_light_math and changed pixelpos + lights to be in eye space 2016-08-25 06:25:05 +02:00
alexey.lysiuk f79c442df5 Fixed compilation of SDL backend 2016-08-24 16:44:40 +03:00
alexey.lysiuk 2f893af857 Fixed palette tonemap mode for OpenGL 2.x 2016-08-24 11:44:33 +03:00
alexey.lysiuk 52b51e79b9 Fixed missing decals in compatibility renderer
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk a185886924 Added compatibility handling for fog and dynamic lights used together
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl 25645d901e Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
Christoph Oelckers 13a583faee Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-22 22:02:44 +02:00
Christoph Oelckers 9555617816 - fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions. 2016-08-22 22:02:02 +02:00
Christoph Oelckers b946114145 - removed unused variable. 2016-08-22 22:00:45 +02:00
Magnus Norddahl 276fb7dbb2 Add vid_maxfps support for Windows and Linux 2016-08-22 22:00:44 +02:00
Magnus Norddahl 1594cc9570 Only use KHR_debug if available 2016-08-22 19:25:13 +02:00
Christoph Oelckers 250be72939 - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
Christoph Oelckers 7ba5acfb35 - added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Major Cooke e22043a25b Fixed: A_FaceMovementDirection would not adjust the angle if it was actually under the limit. 2016-08-22 09:46:00 +02:00
yqco df4a8e38c5 Add CheckActorState ACS function
bool CheckActorState(int tid, str statename, bool exact = false);

- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
Magnus Norddahl 302f59ea33 Fix r_clearbuffer color not being used 2016-08-22 01:52:51 +02:00
alexey.lysiuk 3e01039bbb Fixed missing #include for GCC/Clang 2016-08-21 15:47:56 +03:00
Christoph Oelckers dde81b33ea - glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used. 2016-08-21 08:45:21 +02:00
Christoph Oelckers 5c267a2169 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers 5ff0abe568 - removed STAT_INVENTORY.
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +02:00
Christoph Oelckers 97ff4cc025 Merge branch 'debug' of https://github.com/dpjudas/zdoom 2016-08-20 12:34:56 +02:00
Magnus Norddahl f63635e07a Fix RFL_INVALIDATE_BUFFER check being inverted 2016-08-19 01:11:11 +02:00
Christoph Oelckers eadc2f35dd - fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer. 2016-08-19 00:21:17 +02:00
Magnus Norddahl e8fc935f04 Another IsFilteredByDebugLevel typo.. 2016-08-18 02:24:57 +02:00
Magnus Norddahl 4241026f1c Swapped order in IsFilteredByDebugLevel 2016-08-18 02:21:53 +02:00
Magnus Norddahl f75b6d8c5d Improve debug level filtering 2016-08-18 02:10:54 +02:00
Magnus Norddahl b21b65eb43 Rearrange binding of texture and sampler to get rid of texture state usage warning 2016-08-18 01:32:41 +02:00
Magnus Norddahl 01f9a2d27a Fix clear warning 2016-08-18 00:21:33 +02:00
Magnus Norddahl 18ff65fb0e Filter logging to only display each message once 2016-08-17 23:52:20 +02:00
Magnus Norddahl d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00
Magnus Norddahl 2825bd4967 Fix invalid value error 2016-08-17 21:25:31 +02:00
Magnus Norddahl a37225b81e Don't debug break on notifications 2016-08-17 21:25:03 +02:00
Magnus Norddahl 0c2db5447c Save gl_debug in ini file and add support in Linux 2016-08-17 20:57:00 +02:00
Magnus Norddahl 2cb5f1740e Add OpenGL debug messages to the console 2016-08-17 20:33:10 +02:00
Magnus Norddahl fc01a6b832 Only query for GL_MAX_SAMPLES once 2016-08-17 17:59:47 +02:00
Magnus Norddahl 3c08f5ae48 Fix multisample count bug 2016-08-17 17:37:49 +02:00
Magnus Norddahl 5eeac830eb Clear and InvalidateFramebuffer optimization 2016-08-17 17:37:13 +02:00
Magnus Norddahl fa2bcebd51 Add KHR_debug and ARB_invalidate_subdata 2016-08-17 16:48:11 +02:00
Christoph Oelckers ca8ef7f3f3 - moved bobbing menu strings into the correct file. 2016-08-16 11:20:22 +02:00
Christoph Oelckers 314e89b84f - fixed what looks like a copy/paste error in A_Explode. 2016-08-16 10:53:30 +02:00
Christoph Oelckers 04c4147052 - renamed flag to be more descriptive. 2016-08-16 09:02:23 +02:00
Leonard2 e93b64f249 Fixed: a register from a return statement's value would not be freed 2016-08-16 08:59:27 +02:00
Major Cooke aa2ca77412 Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Christoph Oelckers c02960e2cf - added error message highlighting for one overlooked DECORATE error. 2016-08-16 08:58:29 +02:00
Magnus Norddahl 0e2d9affb2 Make sure tonemap shader never takes the sqrt of a negative number
Fix bug where the old hardcoded exposure bias was still being used in the uncharted2 tonemap
2016-08-16 00:22:00 +02:00
Magnus Norddahl a8d1197ea7 Make sure we never pass a negative value to pow, and optimize gamma uniform 2016-08-16 00:01:18 +02:00
Magnus Norddahl a03b2ff48b Change render buffers from RGBA16F to RGBA16 2016-08-15 23:51:49 +02:00
Christoph Oelckers ac80ffcc00 - fixed scissor calculations in 2D drawer. 2016-08-15 08:53:49 +02:00
Christoph Oelckers df0f06a5ce - fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor. 2016-08-14 23:33:31 +02:00
Christoph Oelckers 0a555038e3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-14 22:11:17 +02:00