Christoph Oelckers
c29e96d369
- print buffer info only if the buffer type is used.
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- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8
- fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi.
2016-04-30 16:23:32 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
alexey.lysiuk
32412c7f75
Disabled printing of junk values for unsupported extensions in OpenGL startup log on OS X
2016-04-30 16:28:50 +03:00
alexey.lysiuk
6757447f1b
Enabled printing of OpenGL startup log on all platforms
2016-04-30 16:28:35 +03:00
alexey.lysiuk
461c97d25b
Fixed remaining issue with shader patching for old OpenGL
2016-04-30 16:28:19 +03:00
alexey.lysiuk
893d0c8915
Added old method to collect extensions
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This required manual changes in generated file gl_load.c
2016-04-30 13:33:54 +03:00
alexey.lysiuk
3816b46938
Fixed compilation of OS X with native backend
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TODO: check Linux build
2016-04-30 11:53:31 +03:00
alexey.lysiuk
de6f13f0b4
Updated gl_load.* files generated with glLoadGen 2.0.5
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Added OpenGL extensions list file for glLoadGen
Added extensions for OS X version
2016-04-30 11:43:08 +03:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
e3fad118d2
- use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed.
2016-04-28 19:04:01 +02:00
Christoph Oelckers
434e39e62f
- made adjustments to ZDoom's last changes.
2016-04-28 17:55:58 +02:00
Christoph Oelckers
d4806f82ca
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
2016-04-28 00:58:44 +02:00
Christoph Oelckers
ee7a4daa8c
- preparations for textured dynamic lights.
2016-04-27 23:19:54 +02:00
MajorCooke
3be33b5725
The GL part of Quake Rolls.
2016-04-27 13:49:51 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
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Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a
- re-added software translucency splitting for old hardware.
2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38
- added old wall splitting code as a fallback for old hardware.
2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963
- enabled texture and model matrices for shader-less rendering and fixed the sky cap color application.
2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01
- reenabled software warping for shader-less rendering.
2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3
- fixed display of alpha textures without shaders.
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As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
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- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
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- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
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- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
97bed58d7d
- use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions.
2016-04-26 11:32:40 +02:00
Christoph Oelckers
22b7a38539
- fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat.
2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb
- made the adjustments.
2016-04-24 13:35:43 +02:00
Christoph Oelckers
0d17459c36
- do not disable sampler objects with -gl3.
2016-04-23 15:47:51 +02:00
Christoph Oelckers
9d9219795a
- adjusted function names.
2016-04-23 13:48:25 +02:00
Christoph Oelckers
38f1213387
- made some adjustments.
2016-04-23 13:35:51 +02:00
Christoph Oelckers
a17e0b70d2
- adjustment for function name changes.
2016-04-23 11:38:33 +02:00
Christoph Oelckers
6450752399
- made it compile again.
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The software renderer float conversion removed viewx and viewy which are still needed for efficient position checks against nodes without constant float->fixed conversions.
2016-04-23 10:50:19 +02:00
Christoph Oelckers
c786b65727
- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.
2016-04-22 19:54:51 +02:00
Christoph Oelckers
f299248c8a
- be a bit more careful with using unvalidated portals for checking render hacks.
2016-04-22 09:15:22 +02:00
Christoph Oelckers
1c7b512cc0
- GL handling of new portal data organization.
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This also fixes some oversights with plane and horizon portals which were included in several checks.
2016-04-20 20:08:53 +02:00
Christoph Oelckers
aa12772e07
- crash fix and minor optimization.
2016-04-20 13:18:53 +02:00
Christoph Oelckers
1f32f5a258
- some minor fixing and cleanup on gL portal code.
2016-04-20 11:39:41 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
741f054601
- clip sprites to linked sector portal planes.
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This is the first part of properly handling those transitions.
2016-04-18 16:27:04 +02:00
Christoph Oelckers
0d7bd368fa
- added some fudging to draw the outer linedefs of a portal area.
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This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
8a010ab871
- allow 90° rotations in skybox sectors.
2016-04-17 11:58:26 +02:00
Christoph Oelckers
0a35027f67
- fixed use of validcount for the GL renderer.
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This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
95de1faa80
- fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
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This was creating quite a mess when loading savegames with both portals and polyobjects.
2016-04-17 01:16:46 +02:00
Christoph Oelckers
a0a530945d
- added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this.
2016-04-14 13:22:15 +02:00
Christoph Oelckers
328047ea28
- fixed issues with recent Stereo3D submission:
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* there was a CVAR that was only defined in Windows
* code did not compile with GCC.
* due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christoph Oelckers
caf80e74c4
- fixed multiplication/division mixup in TextureAdjustWidth.
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- fixed: For top textures an incorrect ceiling height was passed to DoTexture.
2016-04-13 23:09:45 +02:00
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.
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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
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# 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
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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.
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- 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.
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- 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.
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- 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
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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.
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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.
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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