Christoph Oelckers
146b5d2d06
- use 'override' qualifier on renderer interface.
...
Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
Christoph Oelckers
ceaa040750
- added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass.
2016-09-18 17:45:02 +02:00
Major Cooke
80c1baa596
Fixed: Pitch was rotating around the wrong axis.
2016-09-17 12:10:22 -05:00
Christoph Oelckers
bec17bd222
- FLATSPRITE fixes.
2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e
Moved flatsprite code into CalculateVertices.
2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2
Reintroduced flat sprites once more.
...
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
Christoph Oelckers
7c2886e8ea
- fixed the last commit:
...
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
Magnus Norddahl
3c1868f7e6
Fix wrong flash rectangle size after window resize
2016-09-16 02:53:19 +02:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
...
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christoph Oelckers
a98f364cc3
- added another missing nullptr check.
2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6
Fixed compilation on non-Windows platforms
2016-09-13 22:10:07 +03:00
Christoph Oelckers
c593dda8f3
- added missing nullptr check.
2016-09-12 23:03:27 +02:00
Magnus Norddahl
b378b3d05a
Remove black bars from windowed mode
2016-09-12 20:43:45 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Christoph Oelckers
71f4bacbd7
- missed something for last commit.
2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488
- draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems.
2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92
- completely removed the flat sprite code.
...
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0
Split F2DDrawer::Flush into Draw and Clear
2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09
Add eye textures and FBOs to FGLRenderBuffers
2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8
- fixed: translucency detection in multipatch textures did not work.
...
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
...
As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
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- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca
- inlined FHardwareTexture::GetTexDimension.
2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
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Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
...
- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e
Fix minimize crash
2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Christoph Oelckers
217601f338
- fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
...
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Christoph Oelckers
3ae2e77512
- added xBRZ files.
2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6
- handle colormap parameter reset when renderbuffers are toggled.
2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad
Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off
2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275
- removed now redundant mystdint.h file.
...
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
...
- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Christoph Oelckers
4a0e082836
- fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments.
2016-08-31 23:26:49 +02:00
Christoph Oelckers
45ff15559d
- removed gl_draw_synv because with the postprocessing this is no longer useful.
2016-08-30 00:33:02 +02:00
Christoph Oelckers
8f535997f8
- enable core profile by default on GL 3.x.
...
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Christoph Oelckers
0f0dc2c852
- implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here.
2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3
Fix mColor reset value
2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42
Fix wrong initial mClipSplit values.
2016-08-29 05:19:47 +02:00
Magnus Norddahl
bb066f6f07
Fall back to gl_renderbuffers 0 if buffer creation fails
2016-08-28 18:07:44 +02:00
alexey.lysiuk
47714509d6
Changed render buffers format back to RGBA16F
...
Reverted a03b2ff48b
to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec
- adjustments for message modes.
2016-08-28 10:11:09 +02:00
alexey.lysiuk
9b91a13487
Restored legacy way to collect OpenGL extensions
2016-08-28 10:21:20 +03:00
Magnus Norddahl
6c5109ec99
Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle
2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96
Fix tonemap palette not being rebuilt on palette change
2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d
- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
...
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
597e10116f
- added missing framebuffer function to fudging block.
2016-08-26 08:30:47 +02:00
Christoph Oelckers
10550c4ef0
Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom
2016-08-26 02:20:00 +02:00
Christoph Oelckers
abba548e40
- render sector hacks through the quad renderer if the vertex buffer is not accessible.
2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef
Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617
Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked
2016-08-26 01:40:28 +02:00
Magnus Norddahl
960038bb81
Clear global state tracking variables when the OpenGL context is (re)created
2016-08-26 01:36:21 +02:00
Christoph Oelckers
f6544f3c44
- removed unused GLFLat::sub and all codes depending on it a valid pointer.
2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25
- use the quad drawer for skybox-flagged sectors.
2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8
- store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them.
2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd
- handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
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This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c
- added vertex initialization for walls in the processing pass for core profile without persistent buffers.
...
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2
- use MakeVertices directly in the portal code and remove all related code from RenderWall.
2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8
- split off the vertex creation from RenderWall.
2016-08-25 22:54:08 +02:00
Christoph Oelckers
4ab8ca63ce
- use more desctiptive names for the predefined vertex buffer indices.
2016-08-25 22:23:31 +02:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
...
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924
Added compatibility handling for fog and dynamic lights used together
...
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Christoph Oelckers
9555617816
- fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions.
2016-08-22 22:02:02 +02:00
Christoph Oelckers
b946114145
- removed unused variable.
2016-08-22 22:00:45 +02:00
Magnus Norddahl
1594cc9570
Only use KHR_debug if available
2016-08-22 19:25:13 +02:00
Christoph Oelckers
250be72939
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35
- added quad drawer interface so that this part can be done without altering a vertex buffer.
...
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Magnus Norddahl
302f59ea33
Fix r_clearbuffer color not being used
2016-08-22 01:52:51 +02:00
alexey.lysiuk
3e01039bbb
Fixed missing #include for GCC/Clang
2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea
- glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used.
2016-08-21 08:45:21 +02:00
Christoph Oelckers
97ff4cc025
Merge branch 'debug' of https://github.com/dpjudas/zdoom
2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a
Fix RFL_INVALIDATE_BUFFER check being inverted
2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd
- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.
2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04
Another IsFilteredByDebugLevel typo..
2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c
Swapped order in IsFilteredByDebugLevel
2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d
Improve debug level filtering
2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43
Rearrange binding of texture and sampler to get rid of texture state usage warning
2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a
Fix clear warning
2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e
Filter logging to only display each message once
2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9
OpenGL object labels and debug groups
2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967
Fix invalid value error
2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e
Don't debug break on notifications
2016-08-17 21:25:03 +02:00
Magnus Norddahl
2cb5f1740e
Add OpenGL debug messages to the console
2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832
Only query for GL_MAX_SAMPLES once
2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48
Fix multisample count bug
2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb
Clear and InvalidateFramebuffer optimization
2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51
Add KHR_debug and ARB_invalidate_subdata
2016-08-17 16:48:11 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b
Change render buffers from RGBA16F to RGBA16
2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00
- fixed scissor calculations in 2D drawer.
2016-08-15 08:53:49 +02:00
Christoph Oelckers
e03696a6c9
- fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer.
2016-08-14 20:11:46 +02:00
Christoph Oelckers
4e8a96aa0e
- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.
2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a
Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D
2016-08-14 09:05:54 +02:00
Magnus Norddahl
fd4422eb62
Restore bound texture when FGLRenderBuffers::Setup finishes
2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9
First render may not have known scene dimensions
2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860
Fix uninitialized data in render buffers at creation
2016-08-14 09:05:52 +02:00
Magnus Norddahl
847d2e8862
Fix viewport not being updated when resizing window when no scene is active
2016-08-14 09:05:51 +02:00
Magnus Norddahl
647ef5d029
Fix blur shader to use RenderScreenQuad
2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d
GetScreenshotBuffer bug fix
2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092
Fix GetScreenshotBuffer grabbing from wrong location
2016-08-14 09:05:48 +02:00
Magnus Norddahl
c817979eae
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
2016-08-14 09:05:48 +02:00
Christoph Oelckers
353a464f5b
- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.
2016-08-13 22:15:00 +02:00
Christoph Oelckers
0fdd80eae7
- removed debug Printf.
2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50
- fixed bad function call in vertex buffer init code.
2016-08-10 00:35:42 +02:00
Christoph Oelckers
56a60ebe85
- restored a line that got accidentally deleted.
2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883
- fixed: The textured automap was not using correct light levels.
...
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Christoph Oelckers
9c9edbffdb
- on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
...
- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a
Fix Nvidia driver ignoring wglSwapIntervalEXT
2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723
Additional fix for splitting of complex wall in compatibility renderer
...
warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Magnus Norddahl
d4615861ae
Fix missing FGLRenderBuffers::IsEnabled checks
2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
2016-08-07 00:40:31 +02:00
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.
...
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
13527fdd0a
Merge branch 'lensshader' of https://github.com/dpjudas/zdoom
2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e
Simplify post process buffer handling
2016-08-04 17:16:49 +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
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