Christoph Oelckers
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feeebf5265
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- rework MD2 code for reloading/precaching of geometry data.
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2015-04-12 18:26:52 +02:00 |
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Christoph Oelckers
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4f08b20df5
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- consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit.
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2014-12-31 12:53:29 +01:00 |
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Christoph Oelckers
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e5cd90f323
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- use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer.
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2014-10-24 11:43:25 +02:00 |
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Christoph Oelckers
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6efefd9b7f
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- use vertex buffer to render MD3 models.
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2014-06-30 18:02:52 +02:00 |
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Christoph Oelckers
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1efc2938b7
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- implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model.
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2014-06-29 23:24:16 +02:00 |
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Christoph Oelckers
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ca76c2525e
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- more vertex buffer stuff for models, still not tested.
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2014-06-19 22:24:33 +02:00 |
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Christoph Oelckers
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5944894138
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- create vertex buffer data for MD2/DMD models.
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2014-06-19 17:06:26 +02:00 |
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Christoph Oelckers
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3e9b9c280b
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- initialize model data at engine start, not at level start.
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2014-06-19 15:22:00 +02:00 |
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Christoph Oelckers
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412d6499d9
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- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.
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2014-06-19 14:46:55 +02:00 |
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Christoph Oelckers
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03916d75de
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- cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function.
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2014-06-19 13:58:49 +02:00 |
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Christoph Oelckers
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59522f7065
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- simplified MD2 drawing code as preparation for a buffer based implementation.
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2014-06-19 13:37:30 +02:00 |
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Christoph Oelckers
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965a2a2d79
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definition for model vertex buffer.
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2014-06-15 21:56:37 +02:00 |
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Christoph Oelckers
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978ace241c
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- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
- removed cm parameter from many functions.
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2014-05-11 21:47:54 +02:00 |
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Christoph Oelckers
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0f8ed0123f
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- fixed: Models must not delete their skin textures because they are stored in the texture manager which will be responsible for doing this.
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2013-10-11 01:04:54 +02:00 |
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Christoph Oelckers
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b6dab83d2b
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- removed constructor and destructor from FDMDModel::ModelFrame because they were redundant and only caused double deletion of its contents.
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2013-10-10 23:13:56 +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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