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.
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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
Christoph Oelckers
4a822a8f50
Merge branch 'master' of c:\programming\doom-dev\zdoom into Branch_97ff4cc02574e3773ff231b1d74c0fdb25e9440d
2016-08-25 22:02:23 +02:00
Christoph Oelckers
9ca6764556
Revert "- removed STAT_INVENTORY."
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This reverts commit 5ff0abe568
.
- use STAT_INVENTORY only for held items.
Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
2016-08-25 21:41:17 +02:00
Christoph Oelckers
48430d9b1a
- don't assume that deserializing an actor will result in a valid pointer.
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This addresses a very strange crash I encounteded while travelling in a hub, and ended up with a NULL pointer after the 'Serialize' call which means that some code cleared the variable that is currently being deserialized. I was completely unable to find out what caused this because there is so much recursion going on in the deserializer. All actions on the deserialized actor are now being done with a local copy of that variable so that altering the actual one won't have any adverse effects.
2016-08-25 21:15:53 +02:00
Magnus Norddahl
9525d3690f
Added gl_light_math and changed pixelpos + lights to be in eye space
2016-08-25 06:25:05 +02:00
alexey.lysiuk
f79c442df5
Fixed compilation of SDL backend
2016-08-24 16:44:40 +03:00
alexey.lysiuk
2f893af857
Fixed palette tonemap mode for OpenGL 2.x
2016-08-24 11:44:33 +03:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
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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
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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
13a583faee
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-22 22:02:44 +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
276fb7dbb2
Add vid_maxfps support for Windows and Linux
2016-08-22 22:00:44 +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.
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So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Major Cooke
e22043a25b
Fixed: A_FaceMovementDirection would not adjust the angle if it was actually under the limit.
2016-08-22 09:46:00 +02:00
yqco
df4a8e38c5
Add CheckActorState ACS function
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bool CheckActorState(int tid, str statename, bool exact = false);
- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
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
5c267a2169
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers
5ff0abe568
- removed STAT_INVENTORY.
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This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +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
0c2db5447c
Save gl_debug in ini file and add support in Linux
2016-08-17 20:57:00 +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
Christoph Oelckers
ca8ef7f3f3
- moved bobbing menu strings into the correct file.
2016-08-16 11:20:22 +02:00
Christoph Oelckers
314e89b84f
- fixed what looks like a copy/paste error in A_Explode.
2016-08-16 10:53:30 +02:00
Christoph Oelckers
04c4147052
- renamed flag to be more descriptive.
2016-08-16 09:02:23 +02:00
Leonard2
e93b64f249
Fixed: a register from a return statement's value would not be freed
2016-08-16 08:59:27 +02:00