Christoph Oelckers
e15f80f640
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-23 09:27:30 +02:00
Christoph Oelckers
e2e71e072e
removed error suppression code from shader compilation.
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With GL 2.x support the engine still had something to fall back on, with that removed it needs to abort.
2014-06-23 09:26:29 +02:00
Christoph Oelckers
4f599b7b4d
Merge branch 'master' of https://github.com/binarycrusader/zdoom
2014-06-22 09:00:23 +02:00
Christoph Oelckers
e56e525d0f
- A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo
2014-06-22 08:55:21 +02:00
Shawn Walker
6164807e97
- fix x64 visual studio linking for common controls
2014-06-21 22:49:42 -07:00
Shawn
640a6156e5
Merge pull request #1 from rheit/master
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Sync with zdoom trunk
2014-06-21 20:38:05 -07:00
Christoph Oelckers
1f0c69a0e9
- some cleanup after GL 2.x code removal
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- reinstated burn warp with shader based code.
2014-06-21 16:41:45 +02:00
Christoph Oelckers
2925c96b59
removed all GL 2.x code.
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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
d5dceb6874
- changed alpha texture handling to avoid using the deprecated GL_ALPHA8 texture format unless we have a compatibility context of an older GL version.
2014-06-21 12:52:19 +02:00
Christoph Oelckers
ca76c2525e
- more vertex buffer stuff for models, still not tested.
2014-06-19 22:24:33 +02:00
Christoph Oelckers
5944894138
- create vertex buffer data for MD2/DMD models.
2014-06-19 17:06:26 +02:00
Christoph Oelckers
3e9b9c280b
- initialize model data at engine start, not at level start.
2014-06-19 15:22:00 +02:00
Christoph Oelckers
412d6499d9
- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.
2014-06-19 14:46:55 +02:00
Christoph Oelckers
03916d75de
- cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function.
2014-06-19 13:58:49 +02:00
Christoph Oelckers
59522f7065
- simplified MD2 drawing code as preparation for a buffer based implementation.
2014-06-19 13:37:30 +02:00
Christoph Oelckers
6457ced53f
Merge branch 'master' into Glew_Version_For_Real
2014-06-19 11:57:36 +02:00
Christoph Oelckers
7374cd34cf
Merge branch 'master' of https://github.com/darealshinji/gzdoom
2014-06-19 11:20:47 +02:00
Christoph Oelckers
d30bf6768e
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-19 11:20:38 +02:00
darealshinji
7757755e40
fix detection of libglew library on GNU/Linux
2014-06-19 10:43:37 +02:00
Edward Richardson
2d896d2b47
Added wi_autoadvance
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- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson
a3a7ee569f
Multi-intermission waits for all players + changes
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- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.
- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.
- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.
- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Christoph Oelckers
13c4e993ba
Merge branch 'master' into Glew_Version_For_Real
2014-06-15 21:57:59 +02:00
Christoph Oelckers
5a0f1a882a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-15 21:57:06 +02:00
Christoph Oelckers
965a2a2d79
definition for model vertex buffer.
2014-06-15 21:56:37 +02:00
Christoph Oelckers
e6f14b055a
- use buffer based rendering for dynamic light pass and horizon portals.
2014-06-15 20:28:23 +02:00
Edward Richardson
2838c4b25b
Prediction was rebuilding too much thinglist data
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- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
Christoph Oelckers
1aaa1b7bad
- removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used.
2014-06-15 12:12:24 +02:00
Christoph Oelckers
ea332383a8
- convert skybox rendering to use the buffer interface.
2014-06-15 11:50:54 +02:00
Christoph Oelckers
6b038a5dae
- fixed: GLPortal::DrawPortalStencil must apply the render state before drawing anything.
2014-06-15 10:30:03 +02:00
Christoph Oelckers
2abf1644a4
- fixed: Plane height changes only updated the first buffered vertex for the respective plane.
2014-06-15 10:18:46 +02:00
Christoph Oelckers
1b91a8f88c
- removed old immediate mode path for generating stencils.
2014-06-15 10:15:44 +02:00
Christoph Oelckers
3644073bbd
- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.
2014-06-15 01:14:41 +02:00
Christoph Oelckers
5b302ed3a6
- added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware.
2014-06-14 15:16:33 +02:00
Christoph Oelckers
0ce6b40672
- fixed compile error in gl_skydome.cpp
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- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
2014-06-14 14:58:17 +02:00
Christoph Oelckers
5e22c82e79
- use buffer for rendering the sky on all GL versions since the differences for making GL2.0 work are rather small.
2014-06-14 10:38:30 +02:00
Christoph Oelckers
4ad1e0b4cb
Merge branch 'master' into Glew_Version_For_Real
2014-06-14 01:24:45 +02:00
Christoph Oelckers
8d9a90cd22
- rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x.
2014-06-14 01:24:28 +02:00
WChrisK
67c6690689
Added a check that doesn't print empty obituary strings, as wad's that hide obituary strings in multiplayer games end up spamming a lot of empty lines.
2014-06-11 23:30:25 -04:00
Christoph Oelckers
3c0ba494f9
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-11 18:58:42 +02:00
Christoph Oelckers
2d8813a165
- fixed dynamic light definition for Hexen's blue candle.
2014-06-11 18:58:25 +02:00
Edward Richardson
842ef86e73
Don't reset the inventory of dead players
2014-06-09 19:54:40 +12:00
alexey.lysiuk
20adcecb1d
Remove redundant saving of GL nodes if they were loaded from cache
2014-06-02 10:54:52 +02:00
alexey.lysiuk
3e7b0c2916
Fix crash when GL nodes file cannot be opened for writing
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Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
Christoph Oelckers
9cd074ddf3
- fixed: plane equation vectors must be normalized when being loaded from UDMF.
2014-06-02 10:51:17 +02:00
alexey.lysiuk
96e4cb90b7
Fix crash on attempt to save cached OpenGL nodes on OS X
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Root permissions are required to be able to create directories inside /Library/Application Support
So user's ~/Library/Application Support is used to store cached nodes
2014-06-01 15:12:41 +03:00
Christoph Oelckers
2ad47935ef
Merge branch 'master' into Glew_Version_For_Real
2014-06-01 12:43:17 +02:00
Christoph Oelckers
7fedaf9221
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-01 12:39:13 +02:00
alexey.lysiuk
a26fbc74f0
Fix compilation errors in latest texture-related changes
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GCC and Clang complain about non-POD type passed to variadic function.
2014-06-01 10:27:16 +03:00
Christoph Oelckers
90ac160b70
Merge branch 'upstream2' of https://github.com/Edward850/zdoom
2014-06-01 09:04:37 +02:00
Christoph Oelckers
f1661f1419
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-06-01 09:04:09 +02:00