Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
alexey.lysiuk
1f64d7ee22
Fixed wrong starting frame for wipe animation
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Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857
2016-03-15 11:49:56 +01:00
Christoph Oelckers
ae1571158c
- fixed: The portal link table was not created when there were no sector portals.
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- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
95d36670cf
- that portal check was not correct.
2016-03-10 15:15:37 +01:00
alexey.lysiuk
7134f53638
- fixed: partial transparency wasn't taken into account
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Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
365c192a1d
- added portal support for dynamic lights.
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This requires fixed offsets so it only works with linked portals.
2016-03-08 21:22:12 +01:00
Christoph Oelckers
87d6e03cc2
- should have saved before committing...
2016-03-05 13:09:49 +01:00
Christoph Oelckers
26a05857d0
- fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
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Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
Christoph Oelckers
ef9f3da31d
- do not use the precalculated coordinates for non-linked portals because they are not static.
2016-03-04 14:41:24 +01:00
Christoph Oelckers
dbd89c2702
- refactoring of portal grouping for the renderer, to allow more efficient clipping.
2016-03-04 14:10:13 +01:00
Christoph Oelckers
af1b70376b
- added 21:9 handling to GL code.
2016-03-04 11:47:15 +01:00
Christoph Oelckers
7ceb6d86dd
- fixed compilation.
2016-03-04 10:39:10 +01:00
Christoph Oelckers
ee18fdeb83
- fixed: Visplane merging should not be done for linedef based portals.
2016-02-28 10:10:01 +01:00
Christoph Oelckers
213d7a75c2
- fixed: r_showviewer must always be true when rendering a mirror portal.
2016-02-26 12:09:59 +01:00
Christoph Oelckers
387f3dd03a
- fixed compile errors due to changes in ZDoom.
2016-02-25 13:06:13 +01:00
Christoph Oelckers
e3ddc74eb1
- check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal.
2016-02-24 01:14:24 +01:00
Christoph Oelckers
a901875925
- fixed: The horizon portal drawer must set the camera position for the shader.
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This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
2016-02-21 01:38:41 +01:00
Christoph Oelckers
9af5dd357f
- removed the camera adjustment in FGLRenderer::SetViewArea because this had already been done by R_SetupFrame.
2016-02-20 02:20:55 +01:00
Christoph Oelckers
bd67f3b3e5
- added skybox cast for GL code.
2016-02-20 02:20:43 +01:00
Christoph Oelckers
0a539ed2d5
- fixed: fake contrast was not applied.
2016-02-19 17:40:08 +01:00
Christoph Oelckers
bd9907f20f
- missing #includes in GL code.
2016-02-16 22:06:26 +01:00
Christoph Oelckers
c69fd3ac80
- removed redundant SKYBOX enum.
2016-02-16 10:14:37 +01:00
Christoph Oelckers
9608252873
- copied over some stuff from the abandoned portals branch.
2016-02-15 13:11:31 +01:00
Christoph Oelckers
141065c3d5
- fixed: positioning of camera textures on 2-sided walls was not correct.
2016-02-14 14:33:52 +01:00
Christoph Oelckers
0931134a9c
- fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break.
2016-02-12 11:20:33 +01:00
Christoph Oelckers
6a408b1a99
- added missing include to gl_walls.cpp
2016-02-10 20:49:06 +01:00
Christoph Oelckers
bd98182095
- fixed: The check for missing textures in Vavoom skyboxes was inverted.
2016-02-09 15:23:45 +01:00
Christoph Oelckers
eb7a908a92
- account for removed bam2rad function.
2016-02-08 22:06:26 +01:00
Christoph Oelckers
7105a87a1e
- fixed retrieval of mapsection for polyportals.
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- render wall portals on one sided lines.
2016-02-06 19:19:18 +01:00
Christoph Oelckers
3683a8ac58
- implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come.
2016-02-06 12:32:47 +01:00
Christoph Oelckers
297cf52ac9
- copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working.
2016-02-06 05:17:47 +01:00
Christoph Oelckers
25f1dc86d5
- removed duplicate function definition.
2016-02-06 00:50:43 +01:00
Christoph Oelckers
e6337537ed
- this was missing the double slashes...
2016-02-05 14:04:28 +01:00
Christoph Oelckers
c4b1b96484
- handle one particular edge case when checking if a line is completely behind a mirror.
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This is not really sufficient to detect all cases where something gets incorrectly flagged as ok, but it's the easiest one to detect.
2016-02-05 13:47:07 +01:00
Christoph Oelckers
dda73b531c
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# src/CMakeLists.txt
# src/p_setup.cpp
# src/r_defs.h
# src/version.h
This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
2016-02-05 12:31:41 +01:00
Christoph Oelckers
b2158c5b96
- removed unneeded parameter.
2016-02-05 01:48:53 +01:00
Christoph Oelckers
c129cb3ca4
- reinstated software clipping by light volumes for walls.
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It turned out that using hardware clipping planes exclusively to handle this cost more than it gained.
Now only the expensive or formerly impossible cases of intersecting light volumes or light volumes intersecting with the top and bottom of the wall polygon will use hardware clipping. The trivial cases will go back to software splitting.
2016-02-04 15:34:12 +01:00
Christoph Oelckers
0c8a817df4
- fixed wall clipping with 3D lights.
2016-02-04 01:12:18 +01:00
Christoph Oelckers
db766f9fe5
- fixed some warnings.
2016-02-03 13:03:38 +01:00
Christoph Oelckers
df9c59bcff
- moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level.
2016-02-02 12:07:07 +01:00
Christoph Oelckers
d797415745
- fixed: dynamic lights did not relink themselves when their position changed.
2016-02-02 11:58:00 +01:00
Christoph Oelckers
22e9fc9b76
- re-fixed FTexture::CheckTrans
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The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers
9453a8a7e6
- reuse the same vertex buffer data for all slices of a decal.
2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d
- added light plane clipping for decals as well.
2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de
- handle nocoloredspritelighting with 3D light splitter
2016-02-01 19:10:15 +01:00
Christoph Oelckers
2c55dcca27
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
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- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b
- only draw visible 3D-lights.
2016-02-01 16:13:07 +01:00
Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
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* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
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- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd
- since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists.
2016-02-01 00:42:37 +01:00