Christoph Oelckers
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a411b93e1d
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- 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.
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2016-04-12 16:01:08 +02:00 |
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Christoph Oelckers
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56f8974b66
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- removed debug code.
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2016-04-11 19:59:57 +02:00 |
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Christoph Oelckers
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273c1ea510
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- fixed PointOnSide caclulation for dynamic lights.
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2016-04-11 19:59:39 +02:00 |
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Christoph Oelckers
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25d7eaed0a
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- fixed parentheses in ADynamicLight::DistToSeg.
- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
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2016-04-08 12:38:09 +02:00 |
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Christoph Oelckers
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58eb64a7e0
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- fixed a few fixed/float parameter mixups.
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2016-04-03 12:54:47 +02:00 |
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Christoph Oelckers
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cf44d2e37a
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- adjustments.
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2016-03-30 20:01:44 +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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a87c292f10
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- adjustments to GL code for texture scale and vertex coordinate access.
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2016-03-29 11:26:33 +02:00 |
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Christoph Oelckers
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b958a5d748
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- adjustments in GL code.
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2016-03-25 15:14:09 +01:00 |
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Christoph Oelckers
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379d5bc0c5
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- fixed some issues with dynamic lights caused by the floatification changes
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2016-03-24 13:38:37 +01:00 |
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Christoph Oelckers
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b54b34a512
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- adjustments for floating point changes.
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2016-03-21 02:57:02 +01:00 |
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Christoph Oelckers
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95d36670cf
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- that portal check was not correct.
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2016-03-10 15:15:37 +01:00 |
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Christoph Oelckers
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365c192a1d
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- added portal support for dynamic lights.
This requires fixed offsets so it only works with linked portals.
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2016-03-08 21:22:12 +01:00 |
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Christoph Oelckers
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bd9907f20f
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- missing #includes in GL code.
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2016-02-16 22:06:26 +01:00 |
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Christoph Oelckers
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d797415745
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- fixed: dynamic lights did not relink themselves when their position changed.
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2016-02-02 11:58:00 +01:00 |
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Christoph Oelckers
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342f1abcc7
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- fixed: flickering dynamic lights with their first intensity value larger than the second one weren't properly linked into all touching sectors.
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2016-01-30 00:45:47 +01:00 |
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Christoph Oelckers
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5816049510
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- made necessary adjustments for the coordinate refactoring in ZDoom.
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2016-01-21 12:36:37 +01:00 |
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Christoph Oelckers
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b2cf7d6512
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- fixed memory leak: The sector links for dynamic lights were never freed.
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2014-09-21 12:40:08 +02:00 |
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Christoph Oelckers
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b8bcbe819b
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- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
- fixed: sky fog was not unset.
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2014-07-15 20:49:21 +02:00 |
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Christoph Oelckers
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2ad47935ef
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Merge branch 'master' into Glew_Version_For_Real
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2014-06-01 12:43:17 +02:00 |
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alexey.lysiuk
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a26fbc74f0
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Fix compilation errors in latest texture-related changes
GCC and Clang complain about non-POD type passed to variadic function.
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2014-06-01 10:27:16 +03:00 |
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Christoph Oelckers
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b514a815f4
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- enable use of vertex buffer for sprite rendering.
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2014-05-12 20:23:54 +02:00 |
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Christoph Oelckers
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c47c7421a3
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- route all glColor calls through render state.
- add sector links to dynamic lights.
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2014-05-11 22:57:42 +02:00 |
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Christoph Oelckers
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058f065446
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- fixed: FFlatVertex contained two unused members.
- fixed: Clearing the args in the VavoomLightColor constructor only cleared 5 bytes, still assuming byte args.
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2013-12-05 10:23:01 +01:00 |
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Christoph Oelckers
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c47c3169b3
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- fixed: Dynamic lights may not execute their tick() function when the software renderer is active.
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2013-08-09 23:38:30 +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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