Commit graph

20 commits

Author SHA1 Message Date
alexey.lysiuk
7134f53638 - fixed: partial transparency wasn't taken into account
Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
22e9fc9b76 - re-fixed FTexture::CheckTrans
The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers
37ac6ef9a0 - fixed: Translucency detection for GL textures was broken.
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00
Christoph Oelckers
bead3e046b - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
2015-04-04 17:50:22 +02:00
Christoph Oelckers
1e9a6e667e - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
Christoph Oelckers
3c7664a460 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked.
- renamed bBrightmapDisablesFullbright flag.
2014-10-26 08:41:52 +01:00
Christoph Oelckers
32f08adaf3 - moved some code to better places.
- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Ralgor
ddf58b43c9 Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
alexey.lysiuk
e29fce6951 Fixed missing transparency on upscaled textures
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue

http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
2925c96b59 removed all GL 2.x code.
After thinking about it for a day or so I believe it's the best option to remove all compatibility code because it's a major obstacle for a transition to a core profile.
2014-06-21 15:50:32 +02:00
Christoph Oelckers
2ad47935ef Merge branch 'master' into Glew_Version_For_Real 2014-06-01 12:43:17 +02:00
alexey.lysiuk
a26fbc74f0 Fix compilation errors in latest texture-related changes
GCC and Clang complain about non-POD type passed to variadic function.
2014-06-01 10:27:16 +03:00
Christoph Oelckers
d925279bef - fixed texture name handling in GL related texture classes for recent changes in ZDoom to eliminate the 8 character name limit. 2014-06-01 00:04:28 +02:00
Christoph Oelckers
6e6be8ed5b Merge branch 'master' into Glew_Version_For_Real 2014-05-18 12:47:48 +02:00
Christoph Oelckers
03d4f23a6e - made adjustments to the texture loading code to account for the recent changes to handle long texture names. 2014-05-15 19:27:22 +02:00
Christoph Oelckers
978ace241c - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
2014-05-11 21:47:54 +02:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00