Christoph Oelckers
bffb7444a0
- removed portal check for distance check in GL code.
2016-04-13 19:33:45 +02:00
Christoph Oelckers
d66a28fcde
- fixed offsetting of player weapon sprites.
2016-04-13 16:24:25 +02:00
Christoph Oelckers
d0b30f31e1
- fixed: Checking for slopes at untextured bottom parts of the wall checked the ceiling's slope not the floor's.
2016-04-13 11:41:51 +02:00
Christoph Oelckers
37f43617d9
- make distance check 3D and use proper viewpoint.
2016-04-13 11:35:05 +02:00
Christoph Oelckers
bec3208efd
- added support for distancecheck property.
2016-04-12 19:50:29 +02:00
Christoph Oelckers
a411b93e1d
- fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
...
These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christopher Bruns
09d0cb5fd5
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
...
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2016-04-11 18:25:54 -04:00
Christoph Oelckers
56f8974b66
- removed debug code.
2016-04-11 19:59:57 +02:00
Christoph Oelckers
273c1ea510
- fixed PointOnSide caclulation for dynamic lights.
2016-04-11 19:59:39 +02:00
Christoph Oelckers
bf2b61f61c
- removed remaining STACK_ARGS from GL code.
2016-04-11 10:55:09 +02:00
alexey.lysiuk
bd8b8911d5
- fixed Windows 32-bit build
2016-04-11 10:08:18 +03:00
Christopher Bruns
f6d296e103
Add comment by line I modified to avoid compile problem with Visual Studio 2015
2016-04-09 22:08:40 -04:00
Christopher Bruns
355bc75001
Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
2016-04-09 21:46:33 -04:00
Christopher Bruns
bde94879ad
Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
2016-04-09 21:46:14 -04:00
Christoph Oelckers
84c8f38038
- fixed: The divisions in FTexCoordInfo::TextureOffset and RowOffset were turned into multiplications when converting to floating point.
2016-04-10 00:45:48 +02:00
Christopher Bruns
072a5e60ae
Naive change to get latest version to compile.
2016-04-09 17:03:55 -04:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
...
Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
7a7e1652fc
- fixed: lower textures used the wrong reference height for alignment
2016-04-09 21:06:32 +02:00
Christoph Oelckers
2e16f3d77e
- made some adjustment for the DrawTexture changes.
2016-04-09 20:49:27 +02:00
Christoph Oelckers
1f0fd85d0e
- adjustments for the DrawTexture interface changes.
2016-04-09 13:05:43 +02:00
Christoph Oelckers
25d7eaed0a
- fixed parentheses in ADynamicLight::DistToSeg.
...
- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
3e94832bfd
- use the correct reference heights for positioning textures.
2016-04-08 01:58:13 +02:00
Christoph Oelckers
4d5671d654
- floatified the texture coordinate code.
2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4
- floatified the remaining parts of gl_walls.cpp.
2016-04-08 00:19:51 +02:00
Christoph Oelckers
4ac3734375
- floatified more of gl_wall.cpp.
2016-04-07 23:19:37 +02:00
Christoph Oelckers
ddbb8d79c1
- handle the player sprite when crossing a portal.
2016-04-07 21:13:37 +02:00
Christoph Oelckers
7df1a8ae81
- adjusted FGLLinePortal to recent changes in line_t.
2016-04-07 17:41:06 +02:00
Christoph Oelckers
ee3e3e35e6
- partial floatification of wall texturing code.
2016-04-07 17:00:13 +02:00
Christoph Oelckers
485a1bd0a5
- fixed: The 3D-floor plane renderer mixed float and fixed point.
2016-04-07 16:25:30 +02:00
Christoph Oelckers
4af859094c
- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
...
- cleaned up the 'if' condition in PerformSpriteClipAdjustment,
- enabled weapon bobbing interpolation.
2016-04-07 14:09:07 +02:00
Christoph Oelckers
37ddd20b56
- removed leftover debug code from yesterday's particle fix.
2016-04-07 10:28:43 +02:00
Christoph Oelckers
dbad946fe3
- revert default planes to static in gl_sprite.cpp
2016-04-06 22:09:21 +02:00
Christoph Oelckers
a0d0d9339e
- fixed some uninitialized stuff in particle rendering.
...
- added gl_ClampLight to all places where the light level is set.
2016-04-06 14:03:21 +02:00
Christoph Oelckers
123d503492
Merge branch 'master' into floatcvt
2016-04-04 12:25:36 +02:00
Christoph Oelckers
f6b33acbb1
- fixed plane access in GL code.
2016-04-04 12:22:47 +02:00
alexey.lysiuk
cbcde3a950
Fixed check for alpha channel in texture to select hqNx upscaling mode
...
Now it's the initial check with the adjustment in mode indices only, as old hqNx MMX indices (4..6) are now occupied by generic hqNx implementation
See http://forum.drdteam.org/viewtopic.php?t=6872
2016-04-04 12:13:50 +02:00
Christoph Oelckers
603af1bb92
- compile bug in gl_sprite and some optimization in gl_walls.cpp
2016-04-03 22:13:38 +02:00
Christoph Oelckers
252a6e9038
- removed back and forth fixed<->float conversions in sprite code.
2016-04-03 13:00:09 +02:00
Christoph Oelckers
58eb64a7e0
- fixed a few fixed/float parameter mixups.
2016-04-03 12:54:47 +02:00
Christoph Oelckers
5a2eac8f15
- floatified vertices and removed the now redundant fx and fy members. This needs an added check for polyobject origins, though, so that such subsectors don't get rendered.
2016-04-03 11:40:14 +02:00
Christoph Oelckers
8a20f901a3
- removed the non.slope special handling in the wall processing code.
...
This may have made some sense when I added this 11 years ago but on a current computer it actually hurts performance a bit due to the branching that is involved - the code runs a bit faster with those special cases removed.
2016-04-03 02:07:37 +02:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
348c384bb6
- fixed scaling of skies with unusual dimensions.
2016-04-02 22:18:42 +02:00
Christoph Oelckers
a27181cb0b
- partial adjustments.
...
No point changing all the viewx/y/z stuff when that is about to get floatified next.
2016-03-31 21:42:27 +02:00
Christoph Oelckers
c6ada2397c
- adjustments.
2016-03-31 09:50:59 +02:00
Christoph Oelckers
cf44d2e37a
- adjustments.
2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a
- made adjustments for changes to linedef delta.
2016-03-29 16:31:58 +02:00
Christoph Oelckers
59bb003285
- GL adjustments for plane changes.
2016-03-29 13:45:50 +02:00
Christoph Oelckers
a87c292f10
- adjustments to GL code for texture scale and vertex coordinate access.
2016-03-29 11:26:33 +02:00
Christoph Oelckers
b958a5d748
- adjustments in GL code.
2016-03-25 15:14:09 +01:00
Christoph Oelckers
59406c1273
- adjust.
2016-03-24 16:40:15 +01:00
Christoph Oelckers
37bb816850
- some adjustments for voxels.
2016-03-24 16:10:17 +01:00
Christoph Oelckers
379d5bc0c5
- fixed some issues with dynamic lights caused by the floatification changes
2016-03-24 13:38:37 +01:00
Christoph Oelckers
f62c988a0e
- adjustments for next update.
2016-03-24 12:47:08 +01:00
Christoph Oelckers
eadecaf407
- adjustments to GL renderer for decal and alpha changes.
...
- handle portals in sprite lighting, but do not use the playsim's utility functions for efficiency.
2016-03-22 23:19:21 +01:00
Christoph Oelckers
bd7df76059
- fixed compilation of AActor::alpha
2016-03-22 12:56:20 +01:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
alexey.lysiuk
1f64d7ee22
Fixed wrong starting frame for wipe animation
...
Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857
2016-03-15 11:49:56 +01:00
Christoph Oelckers
ae1571158c
- fixed: The portal link table was not created when there were no sector portals.
...
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
95d36670cf
- that portal check was not correct.
2016-03-10 15:15:37 +01:00
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
365c192a1d
- added portal support for dynamic lights.
...
This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
87d6e03cc2
- should have saved before committing...
2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0
- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
...
Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
ef9f3da31d
- do not use the precalculated coordinates for non-linked portals because they are not static.
2016-03-04 14:41:24 +01:00
Christoph Oelckers
dbd89c2702
- refactoring of portal grouping for the renderer, to allow more efficient clipping.
2016-03-04 14:10:13 +01:00
Christoph Oelckers
af1b70376b
- added 21:9 handling to GL code.
2016-03-04 11:47:15 +01:00
Christoph Oelckers
7ceb6d86dd
- fixed compilation.
2016-03-04 10:39:10 +01:00
Christoph Oelckers
ee18fdeb83
- fixed: Visplane merging should not be done for linedef based portals.
2016-02-28 10:10:01 +01:00
Christoph Oelckers
213d7a75c2
- fixed: r_showviewer must always be true when rendering a mirror portal.
2016-02-26 12:09:59 +01:00
Christoph Oelckers
387f3dd03a
- fixed compile errors due to changes in ZDoom.
2016-02-25 13:06:13 +01:00
Christoph Oelckers
e3ddc74eb1
- check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal.
2016-02-24 01:14:24 +01:00
Christoph Oelckers
a901875925
- fixed: The horizon portal drawer must set the camera position for the shader.
...
This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
2016-02-21 01:38:41 +01:00
Christoph Oelckers
9af5dd357f
- removed the camera adjustment in FGLRenderer::SetViewArea because this had already been done by R_SetupFrame.
2016-02-20 02:20:55 +01:00
Christoph Oelckers
bd67f3b3e5
- added skybox cast for GL code.
2016-02-20 02:20:43 +01:00
Christoph Oelckers
0a539ed2d5
- fixed: fake contrast was not applied.
2016-02-19 17:40:08 +01:00
Christoph Oelckers
bd9907f20f
- missing #includes in GL code.
2016-02-16 22:06:26 +01:00
Christoph Oelckers
c69fd3ac80
- removed redundant SKYBOX enum.
2016-02-16 10:14:37 +01:00
Christoph Oelckers
9608252873
- copied over some stuff from the abandoned portals branch.
2016-02-15 13:11:31 +01:00
Christoph Oelckers
141065c3d5
- fixed: positioning of camera textures on 2-sided walls was not correct.
2016-02-14 14:33:52 +01:00
Christoph Oelckers
0931134a9c
- fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break.
2016-02-12 11:20:33 +01:00
Christoph Oelckers
6a408b1a99
- added missing include to gl_walls.cpp
2016-02-10 20:49:06 +01:00
Christoph Oelckers
bd98182095
- fixed: The check for missing textures in Vavoom skyboxes was inverted.
2016-02-09 15:23:45 +01:00
Christoph Oelckers
eb7a908a92
- account for removed bam2rad function.
2016-02-08 22:06:26 +01:00
Christoph Oelckers
7105a87a1e
- fixed retrieval of mapsection for polyportals.
...
- render wall portals on one sided lines.
2016-02-06 19:19:18 +01:00
Christoph Oelckers
3683a8ac58
- implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come.
2016-02-06 12:32:47 +01:00
Christoph Oelckers
297cf52ac9
- copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working.
2016-02-06 05:17:47 +01:00
Christoph Oelckers
25f1dc86d5
- removed duplicate function definition.
2016-02-06 00:50:43 +01:00
Christoph Oelckers
e6337537ed
- this was missing the double slashes...
2016-02-05 14:04:28 +01:00
Christoph Oelckers
c4b1b96484
- handle one particular edge case when checking if a line is completely behind a mirror.
...
This is not really sufficient to detect all cases where something gets incorrectly flagged as ok, but it's the easiest one to detect.
2016-02-05 13:47:07 +01:00
Christoph Oelckers
dda73b531c
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/CMakeLists.txt
# src/p_setup.cpp
# src/r_defs.h
# src/version.h
This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
Christoph Oelckers
b2158c5b96
- removed unneeded parameter.
2016-02-05 01:48:53 +01:00
Christoph Oelckers
c129cb3ca4
- reinstated software clipping by light volumes for walls.
...
It turned out that using hardware clipping planes exclusively to handle this cost more than it gained.
Now only the expensive or formerly impossible cases of intersecting light volumes or light volumes intersecting with the top and bottom of the wall polygon will use hardware clipping. The trivial cases will go back to software splitting.
2016-02-04 15:34:12 +01:00
Christoph Oelckers
0c8a817df4
- fixed wall clipping with 3D lights.
2016-02-04 01:12:18 +01:00
Christoph Oelckers
db766f9fe5
- fixed some warnings.
2016-02-03 13:03:38 +01:00
Christoph Oelckers
df9c59bcff
- moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level.
2016-02-02 12:07:07 +01:00
Christoph Oelckers
d797415745
- fixed: dynamic lights did not relink themselves when their position changed.
2016-02-02 11:58:00 +01:00
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
9453a8a7e6
- reuse the same vertex buffer data for all slices of a decal.
2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d
- added light plane clipping for decals as well.
2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de
- handle nocoloredspritelighting with 3D light splitter
2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
...
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b
- only draw visible 3D-lights.
2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
...
* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
...
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd
- since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists.
2016-02-01 00:42:37 +01:00
Christoph Oelckers
53a389aafc
- fixed: for untextured walls, the texture must be disabled before rendering.
...
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c
- implemented rendering of 3D lights with clip planes.
2016-01-31 22:04:20 +01:00
Christoph Oelckers
5448b335c6
- rewrote render loop for walls. Not working yet.
2016-01-31 21:10:59 +01:00
Christoph Oelckers
f86535407d
- forgot this.
2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
...
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +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
4a9b2bf76d
- fixed: The stencil cap drawer did not properly advance the vertex pointer.
2016-01-30 01:08:11 +01:00
Christoph Oelckers
342f1abcc7
- fixed: flickering dynamic lights with their first intensity value larger than the second one weren't properly linked into all touching sectors.
2016-01-30 00:45:47 +01:00
Christoph Oelckers
d037493ffe
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
Christoph Oelckers
238990c871
don't leave any gaps in the used clip planes.
2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4
- it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time.
2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
Christoph Oelckers
685385635f
- made adjustments to FGLBitmap for the changes in its base class.
2016-01-26 12:05:40 +01:00
Christoph Oelckers
5816049510
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00
Christoph Oelckers
2657c08831
- fixed: stacked sector portals were not added to the render list
2016-01-13 21:33:27 +01:00
Christoph Oelckers
cd778b6bdc
- fixed CollectPortalSectors
2016-01-13 00:15:04 +01:00
Christoph Oelckers
65022b780a
- implemented 'copy portal to wall' linedef type.
2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d
- cleaned up the skybox type detection logic.
2016-01-11 20:29:24 +01:00
Christoph Oelckers
ef7bcb3a66
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
2016-01-11 15:07:58 +01:00
Christoph Oelckers
926e9fdac4
- fixed: For 2D-drawing of camera textures the render style was not set.
2016-01-07 22:20:57 +01:00
Christoph Oelckers
7d2bbbd351
- fixed rendering of two-sided polyobjects that have their upper or lower textures exposed.
2016-01-05 18:59:32 +01:00
Christoph Oelckers
cc10fe9bc3
- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
...
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
Christoph Oelckers
f2c890272f
- FRenderState::Apply does not need to call ApplyColorMask.
2016-01-01 10:59:34 +01:00
Christopher Bruns
ac6e2f4979
Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
2015-12-31 11:57:21 -05:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00
Christopher Bruns
5b7f9b04cd
Add license headers to stereo3d source files.
2015-12-31 09:06:44 -05:00
Christopher Bruns
655defed28
Avoid compile errors on Linux. Fixes #107 .
2015-12-30 17:54:54 -05:00
Christopher Bruns
8e237e6146
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-12-30 17:41:49 -05:00
alexey.lysiuk
f8c38a0bbe
- fixed GCC's 'unknown pragma' warnings in hqNx MMX implementation
2015-12-25 15:42:13 +02:00
alexey.lysiuk
1c5d0ccd65
- enabled hqNx MMX on all platforms with Intel intrinsics support
2015-12-25 15:41:06 +02:00
alexey.lysiuk
69813993b0
- added missing hqNx modes to options menu
2015-12-25 10:00:31 +02:00
alexey.lysiuk
19ae244f66
- fixed: allow to use all hqNx texture upscale modes
2015-12-25 09:52:27 +02:00
Christoph Oelckers
c8810db5fe
- fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check.
2015-12-24 16:34:00 +01:00
Christoph Oelckers
17569139b6
Merge branch 'master' of https://github.com/coelckers/gzdoom
2015-12-11 22:26:45 +01:00
Christoph Oelckers
37ea94abf3
- fixed: translucent walls did not set up their dynamic lights in the GL4 render path.
2015-12-11 22:26:10 +01:00
Kyle Evans
841ddb0d63
<stdlib.h> has replaced <malloc.h> on FreeBSD as well
2015-12-10 23:01:59 -06:00
Christopher Bruns
10088544c3
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
...
Conflicts:
src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
f9cbaef1df
- fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
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This incorrect check has been in the code for 12 years, unfortunately I have no idea anymore why it was added.
2015-11-30 00:11:30 +01:00
Christoph Oelckers
b00b49c111
- fixed skybox picking in GL renderer.
2015-11-25 11:57:53 +01:00
Christopher Bruns
bcac352265
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-11-09 19:40:53 -05:00
Christoph Oelckers
ad6ce5a726
- added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer.
2015-11-09 13:49:17 +01:00
Christopher Bruns
151b47c3ae
Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
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Conflicts:
src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
16cb4407a4
- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
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Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00