Commit graph

11 commits

Author SHA1 Message Date
Magnus Norddahl
5f36b86013 - Add dynamic spot lights 2018-01-04 17:58:11 +01:00
Christoph Oelckers
3b024c347b - use a dedicated flag word for the dynamic light flags instead of piggybacking on some flags4 bits. 2017-06-18 10:15:31 +02:00
Christoph Oelckers
afa2888acb - fixed size clamping of sector lights to use 1024 as maximum, not 255 as inherited from ZDoomGL. 2017-05-31 10:41:43 +02:00
Rachael Alexanderson
8c992647de - fixed: "vid_renderer" should NEVER be referenced outside of the hardware code. This may fix a crash when changing modes with vid_renderer not matching actual renderer 2017-04-30 16:11:34 -04:00
Christoph Oelckers
6599e2c425 - moved the VM types into their own file and only include it where really needed. 2017-04-13 01:12:04 +02:00
Christoph Oelckers
1031481167 - added some checks to exclude dynamic lights from being subjected to shadowmapping if they do not touch any one-sided lines from the back side. This condition is a requirement for a 1D shadowmap to even have an effect. 2017-03-20 00:34:19 +01:00
Christoph Oelckers
d506b2e6a1 - fixed code generation bug with bad class names in DECORATE.
- print attenuation info with 'listlights' CCMD.
2017-03-17 16:00:04 +01:00
Christoph Oelckers
f201dab534 - moved the subsectors into FLevelLocals. 2017-03-17 00:22:52 +01:00
Christoph Oelckers
2b2c986bd0 - cleanup of GL renderer interface and improper header use in software renderer. 2017-03-16 21:34:03 +01:00
Christoph Oelckers
b529b1e3a7 - removed several unneeded GL headers from the software renderer's sources.
- consolidated the code to calculate a sprite's display angle for all 3 renderers.

As it turned out, they all differed in their feature support because they had always been updated independently by different people.
2017-03-16 13:49:34 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Renamed from src/gl/dynlights/a_dynlight.cpp (Browse further)