Christoph Oelckers
8f0629932d
- ImmRenderBuffer is not needed anymore.
2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
...
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef
- force use of shaders on all hardware, unless -noshader is specified.
...
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
...
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5
- fixed vertex coordinate ordering for the sky cubemap.
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This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa
- fixed bad #pragma pack combination in hqnx_asm_Image.h
2016-08-05 15:27:35 +02:00
Christoph Oelckers
09e40840b5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-05 15:15:11 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Leonard2
01fb2eaecc
Fixed a typo in FxBoolCast::Emit
2016-08-05 12:16:13 +02:00
Leonard2
73d0ed78fe
Fixed: the game could crash while resolving expressions in some places
2016-08-05 12:16:13 +02:00
Leonard2
4a859393fe
Fixed: the game could crash while parsing expressions in some places
2016-08-05 12:16:12 +02:00
Christoph Oelckers
9229146eeb
- fixed: DFloor set the 'gap' for one wrong movement type.
2016-08-05 12:13:47 +02:00
Christoph Oelckers
13527fdd0a
Merge branch 'lensshader' of https://github.com/dpjudas/zdoom
2016-08-05 00:58:14 +02:00
Magnus Norddahl
0457fee9c0
Added lens distortion effect to menus
2016-08-04 17:22:05 +02:00
Magnus Norddahl
976a78429e
Simplify post process buffer handling
2016-08-04 17:16:49 +02:00
Christoph Oelckers
1d434add50
- fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise.
2016-08-04 17:14:31 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9
- forgot to save this.
2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1
- fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
...
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450
- changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer.
2016-08-04 12:16:53 +02:00
Christoph Oelckers
2c38e20352
- update xlat/eternity.txt for reference.
2016-08-03 13:16:14 +02:00
Christoph Oelckers
c1a4dd74c4
- added handling for Eternity's 'gap' parameter to:
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Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers
d8ab0b40dc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-03 12:17:55 +02:00
Christoph Oelckers
95c3464973
- properly handle 3D floors with inverted planes in the list sorter.
2016-08-03 12:17:22 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79
Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
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# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021
Fix missing VBO bind calls
2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b
Fix wrong UV calculations when resizing or maximizing window
2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab
- fixed: gl_bloom_amount may never be 0.
2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901
No gamma and player sprites on screenshots
2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf
Fix incorrect viewport location when not using fullscreen HUD
2016-07-31 13:23:49 +02:00
alexey.lysiuk
d3457f4508
Implemented hardware gamma support for macOS
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Hardware gamma is limited to main display only, use shader-based correction for other displays
2016-07-31 12:19:08 +03:00
Christoph Oelckers
a69182f9ef
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-31 09:19:36 +02:00
Christoph Oelckers
20f4975e2b
Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom
2016-07-31 09:17:28 +02:00
Leonard2
8068792f4b
Fixed: A_RadiusGive had an incorrect definition
2016-07-31 09:06:14 +02:00
Magnus Norddahl
849e80074e
Added GLSL 120 fallback support
2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb
Fix binding error that Nvidia didn't complain about but Intel on Mac does
2016-07-31 03:16:48 +02:00
Leonard2
c0d3eb997a
Fixed: the instant weapon switch flag didn't work anymore
2016-07-30 23:50:14 +02:00
Christoph Oelckers
c93204cace
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612
Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom
2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67
Fix glBindSampler state messing up post processing shaders
2016-07-30 19:54:20 +02:00
Christoph Oelckers
124c109e18
Merge branch 'multisamplingbuffers' of https://github.com/dpjudas/zdoom
2016-07-30 16:35:19 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
alexey.lysiuk
bd3fd22ac9
Do not use unicode characters in macOS console window
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The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
alexey.lysiuk
cbe0a34f0b
Fixed usages of abs() function with double arguments
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Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
39059b3b5c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 13:26:37 +02:00
Christoph Oelckers
0c8a4689b8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-30 13:26:25 +02:00