Commit graph

60 commits

Author SHA1 Message Date
Christoph Oelckers
52056a05bd - changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes. 2014-05-11 16:49:17 +02:00
Christoph Oelckers
53f4cd0108 - added objectcolor uniform. This will be used to hold the thingcolor for shader based rendering. 2014-05-11 16:06:25 +02:00
Christoph Oelckers
09f4071436 Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code. 2014-05-11 13:27:51 +02:00
Christoph Oelckers
058f065446 - fixed: FFlatVertex contained two unused members.
- fixed: Clearing the args in the VavoomLightColor constructor only cleared 5 bytes, still assuming byte args.
2013-12-05 10:23:01 +01:00
Christoph Oelckers
9ac3b6aa1b - fixed: IsVisibleToPlayer needs to be checked for the owner of owned dynamic lights. 2013-11-30 13:15:22 +01:00
Christoph Oelckers
228c6f976f - fixed: the size limit for dynamic light uniforms was not checked properly, causing artifacts when there were too many dynamic lights. 2013-11-30 12:53:34 +01:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
26943fe3fd - removed gl interface function pointers for all OpenGL32.dll entry points. 2013-09-03 14:05:41 +02:00
Christoph Oelckers
c47c3169b3 - fixed: Dynamic lights may not execute their tick() function when the software renderer is active. 2013-08-09 23:38:30 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00