Christoph Oelckers
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6438416adb
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- fixed: The culling mode for translucent models must be inverted when rendering a mirror.
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2018-01-21 16:29:40 +01:00 |
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alexey.lysiuk
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8ca3427850
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Fixed applying of Doom 64 lighting to horizon portals
https://forum.zdoom.org/viewtopic.php?t=58878
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2017-12-28 18:32:26 +02:00 |
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alexey.lysiuk
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0c90253a5d
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Fixed potentially broken portal rendering after OpenGL context change
https://forum.zdoom.org/viewtopic.php?t=56393
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2017-05-30 13:01:51 +03:00 |
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Christoph Oelckers
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9b33d1dd18
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Merge branch 'scene_multithreaded' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
# src/gl/scene/gl_clipper.cpp
# src/gl/scene/gl_portal.cpp
# src/gl/scene/gl_scene.cpp
# src/swrenderer/scene/r_scene.cpp
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2017-03-12 00:38:55 +01:00 |
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Christoph Oelckers
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0aa0db637c
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- started adding a SceneDrawer class to the OpenGL renderer.
This will eventually hold all the global variables for the rendering.
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2017-03-12 00:19:20 +01:00 |
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Magnus Norddahl
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0c9014b984
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- move r_utility globals into r_viewpoint and r_viewwindow
- change r_utility functions to only work on FRenderViewpoint and FViewWindow
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2017-03-11 23:28:07 +01:00 |
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Christoph Oelckers
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d2beacfc5f
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- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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2017-03-09 19:54:41 +01:00 |
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Christoph Oelckers
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a9ef73528d
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- removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
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2017-01-14 16:05:40 +01:00 |
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Christoph Oelckers
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acf66d9f8f
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- fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed.
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2017-01-07 15:44:38 +01:00 |
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Christoph Oelckers
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a000b57204
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- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
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2016-12-29 22:19:09 +01:00 |
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Christoph Oelckers
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c9578ae72d
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- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
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2016-08-26 18:18:50 +02:00 |
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Christoph Oelckers
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c5db5dff99
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- fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used.
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2016-07-16 12:45:49 +02:00 |
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Christoph Oelckers
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7b99c883e1
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- use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
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2016-06-18 12:14:20 +02:00 |
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Christoph Oelckers
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d84e079282
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- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
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2016-04-30 16:57:53 +02:00 |
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Christoph Oelckers
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70bf649364
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- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
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2016-04-29 12:26:57 +02:00 |
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Christoph Oelckers
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21283b18f4
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- preparations for using clip planes on line portals.
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2016-04-29 01:48:06 +02:00 |
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Christoph Oelckers
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1c7b512cc0
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- GL handling of new portal data organization.
This also fixes some oversights with plane and horizon portals which were included in several checks.
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2016-04-20 20:08:53 +02:00 |
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Christoph Oelckers
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0d7bd368fa
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- added some fudging to draw the outer linedefs of a portal area.
This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
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2016-04-17 15:46:04 +02:00 |
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Christoph Oelckers
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ddbb8d79c1
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- handle the player sprite when crossing a portal.
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2016-04-07 21:13:37 +02:00 |
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Christoph Oelckers
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7df1a8ae81
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- adjusted FGLLinePortal to recent changes in line_t.
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2016-04-07 17:41:06 +02:00 |
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Christoph Oelckers
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af78937a15
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- updated GL renderer.
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2016-04-02 23:17:16 +02:00 |
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Christoph Oelckers
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a27181cb0b
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- partial adjustments.
No point changing all the viewx/y/z stuff when that is about to get floatified next.
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2016-03-31 21:42:27 +02:00 |
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Christoph Oelckers
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cadd8f2d4a
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- made adjustments for changes to linedef delta.
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2016-03-29 16:31:58 +02:00 |
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Christoph Oelckers
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ef9f3da31d
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- do not use the precalculated coordinates for non-linked portals because they are not static.
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2016-03-04 14:41:24 +01:00 |
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Christoph Oelckers
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dbd89c2702
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- refactoring of portal grouping for the renderer, to allow more efficient clipping.
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2016-03-04 14:10:13 +01:00 |
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Christoph Oelckers
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213d7a75c2
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- fixed: r_showviewer must always be true when rendering a mirror portal.
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2016-02-26 12:09:59 +01:00 |
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Christoph Oelckers
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3683a8ac58
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- implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come.
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2016-02-06 12:32:47 +01:00 |
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Christoph Oelckers
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297cf52ac9
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- copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working.
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2016-02-06 05:17:47 +01:00 |
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Christoph Oelckers
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3c16a23865
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- when rendering mirrors, discard subsectors lying behind them.
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2016-01-27 12:02:43 +01:00 |
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Christoph Oelckers
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ef7bcb3a66
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- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
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2016-01-11 15:07:58 +01:00 |
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Christoph Oelckers
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d868f60f6c
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- since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware.
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2014-07-13 12:14:12 +02:00 |
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Christoph Oelckers
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c39318f406
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- use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize.
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2014-05-31 09:32:17 +02:00 |
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Christoph Oelckers
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399d0974ab
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- added GL render as of SVN revision 1600.
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2013-06-23 09:49:34 +02:00 |
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