Commit graph

17 commits

Author SHA1 Message Date
Christoph Oelckers
fb876852bb - fix warnings. 2018-05-16 22:56:02 +02:00
Marisa Kirisame
1bb00ed4f0 Fix for Unreal meshes that don't have sequential texture numbers 2018-05-16 22:11:24 +02:00
Marisa Kirisame
98f279b651 Remove unnecessary checks. 2018-05-16 20:47:11 +02:00
Marisa Kirisame
ffc12eec29 Discarded "UMSH" packed format, now loads _d.3d + _a.3d pairs 2018-05-16 20:47:11 +02:00
Marisa Kirisame
f285e550d6 Add support for packed Unreal Engine 1 vertex mesh format.
(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.
2018-05-16 20:47:11 +02:00
Magnus Norddahl
49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
alexey.lysiuk
2ae8d39441 Removed all superfluous #include's
Automatically optimized by CLion IDE with manual corrections
2018-04-24 14:30:35 +03:00
Christoph Oelckers
942460ba55 - changed voxel remapping to make a copy instead of destroying the original.
With live renderer switching both sets of data are needed.
2018-04-03 00:30:02 +02:00
Christoph Oelckers
d01bc452ba - moved all variables not related to the hardware renderer's texture state out of gl_info. 2018-04-02 13:00:33 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
7e169eb76f - split out the span generation from most texture classes
Until now each subclass of FTexture had to implement the entire span generation itself, presumably so that a few classes can use simpler structures.
This does not work if a texture can have more than one pixel buffer as is needed for alpha textures.
Even though it means that some classes will allocate more data now, it's the only way to do it properly.
In addition this removes a significant amount of mostly redundant code from the texture classes.

- added alpha texture processing to all converted classes

As of now this is not active and not tested.
Note that as part of the conversion even those textures that were working as alphatextures will not look correct until the higher level code gets adjusted.
2018-03-18 12:36:14 +01:00
InsanityBringer
bba3027d37 Add option to use Rotation-Center for an actor's normal pitch/angle/roll rotation. 2018-03-01 08:43:59 +01:00
Christoph Oelckers
cea89ba3ae - fix backslashes in MD3 skin names. 2017-12-03 20:03:33 +01:00
Christoph Oelckers
e43a9aa5b5 - don't let models.cpp include gl_system.h. 2017-11-25 13:56:17 +01:00
Christoph Oelckers
836970f012 - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
Magnus Norddahl
637a9dff9b - Rename voxels.cpp to models_voxel.cpp to avoid having two source files with the same name (confuses debuggers and some build tools) 2017-11-25 13:22:59 +01:00
Magnus Norddahl
7bb92812b8 - Move models into r_data 2017-11-25 13:19:00 +01:00