Christoph Oelckers
fd8a59bd24
- fixed: INHERITACTORPITCH was inverted.
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- changed PITCHFORMOMENTUM to do nothing for very small velocities.
2016-05-04 12:23:40 +02:00
Christoph Oelckers
ab8a647433
- fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result.
2016-05-04 11:33:18 +02:00
Christoph Oelckers
0a94371974
- reinstated old code for rendering fog boundaries and mirrot surfaces without shaders.
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- added code for filling the render list for textured dynamic lights. This is not yet active because no code is present to handle this data.
2016-05-03 23:28:42 +02:00
Christoph Oelckers
4ea3339e40
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-03 19:46:09 +02:00
Christoph Oelckers
be3b126f7b
- fixed: Order of skybox and portal initialization was not well defined. It was always the last item to get initialized that got set. Changed it so that skyboxes cannot override portals at all.
2016-05-03 19:42:53 +02:00
Christoph Oelckers
0f8f08edfd
- fixed: camera facing sprites need to orient themselves toward the actual camera position, not the view actor (which may be invalid or in a completely different part of the map if a portal is being rendered.)
2016-05-03 19:24:28 +02:00
Christoph Oelckers
b6af4677f3
- implemented model precaching.
2016-05-03 18:14:16 +02:00
Christoph Oelckers
534500f36d
- fixed software-based model interpolation.
2016-05-03 16:49:10 +02:00
Christoph Oelckers
f7fda94ec9
- changed model data to store models and textures by index instead of by pointer.
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The indices are needed for efficient precaching and actual changes to the logic are minor so that this was the best option overall.
2016-05-03 15:45:21 +02:00
Christoph Oelckers
0e14f00b51
- fixed caching of texture sampler state for old hardware.
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- fixed handling of CLAMP_XY_NOMIP sampler mode. This cannot be lumped together with CLAMP_XY because it has different mipmap requirements.
2016-05-03 13:39:41 +02:00
Christoph Oelckers
4d7be0e20e
- added software interpolation as a fallback for models.
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This is not tested yet so no guarantees!
2016-05-03 13:10:00 +02:00
Christoph Oelckers
ce714ac519
Merge remote-tracking branch 'remotes/zdoom/master'
2016-05-03 11:29:49 +02:00
Christoph Oelckers
942138b307
- undid some leftover texture state checks from the first attempt to handle this without sampler objects.
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This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
2016-05-03 11:27:52 +02:00
Christoph Oelckers
a576243ff2
- fixed: ThrustThing should add to the velocity, not set it.
2016-05-03 10:26:29 +02:00
Christoph Oelckers
6f2b0a6293
- rewrote texture caching so that not the base texture but the actually used translations for sprites get precached.
2016-05-03 01:00:52 +02:00
Christoph Oelckers
ec037bfd1a
- fixed: The check for one-way portals in the renderer was incomplete.
2016-05-02 19:47:27 +02:00
alexey.lysiuk
f9022f3054
Fixed compilation of gamma correction shader with particular OpenGL setup
2016-05-02 16:13:54 +03:00
alexey.lysiuk
4c4b97316e
Fixed inconsistent texture wrapping
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Sampler state needs to be reseted when hardware texture resources are released
2016-05-02 13:02:55 +03:00
alexey.lysiuk
333560086d
Calculate color values for gamma correction directly in shader
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Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
Christoph Oelckers
f2f3fa6d09
- parched the texture precaching so that it compiles and works again. The real work will come later.
2016-05-02 00:13:00 +02:00
Randy Heit
4fbe77fb82
Very minor optimization for ACS str(i)cmp
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- If the two strings compared both point to the same location in memory,
then we know they are the same string without having to bother actually
comparing their contents. Note that the opposite is not neccessarily
true: If they point to two different locations, they could still match a
case-sensitive comparison because there are still two ACS string tables:
the one that belongs to the map's script and the one that belongs to
everything else.
2016-05-01 16:55:28 -05:00
Christoph Oelckers
b2e67c2c7e
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# src/textures/texturemanager.cpp
2016-05-01 23:46:05 +02:00
Christoph Oelckers
65e1589543
- allow specifying actor classes whose graphics to precache through MAPINFO.
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- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Chris Robinson
0d402618a3
Load mono copies of multichannel sounds that are used in 3D
2016-05-01 21:44:03 +02:00
Christoph Oelckers
b443ac8f71
- let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not.
2016-05-01 19:30:51 +02:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Edoardo Prezioso
3aee8a3eee
- Fixed a mistake in GiveInventory refactoring.
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'give item' stopped working because commit 7b35f32f3d
and 6aca7604eb
didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
Christoph Oelckers
50ba1ecde8
- add menu patching for GL 2.x mode.
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- use stdint types in model code, because we have to start somewhere with the transition.
2016-05-01 13:09:13 +02:00
Christoph Oelckers
4fb17561bc
- optimize VSMatrix::Translate.
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- use FVector3 for sprite rotations.
2016-05-01 12:39:08 +02:00
Christoph Oelckers
47064e24c9
- only bind the uniform buffer if it is actually going to be used. No need to check if we are use a shader storage buffer.
2016-05-01 12:01:44 +02:00
Christoph Oelckers
5ead3503b2
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-05-01 11:57:13 +02:00
Christoph Oelckers
24526f7da5
- made adjustments to floating point bounding boxes for nodes and changes to the WarpBuffer function.
2016-05-01 11:56:45 +02:00
Edoardo Prezioso
a17ec55d0d
- Fixed drop style gameinfo inconsistency.
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The gameinfo option was ignored when deciding the initial spawn height position.
2016-05-01 11:30:09 +02:00
Christoph Oelckers
737646b45d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-01 10:50:56 +02:00
alexey.lysiuk
1deb9742de
Do not call UBO functions when no extension available
2016-05-01 11:46:49 +03:00
alexey.lysiuk
138c6ea25e
Fixed black screen issue in OS X native backend
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There was inconsistency with global render state
2016-05-01 11:45:57 +03:00
Randy Heit
7d03ed4dc7
Use floating point node bounding boxes
2016-04-30 22:37:02 -05:00
Randy Heit
265783e1f6
Use doubles for intermediates in the nodebuilder's FindMapBounds()
2016-04-30 21:28:41 -05:00
Christopher Bruns
6d95c9d544
Fix floating point update for camera facing billboard mode.
2016-04-30 18:15:29 -04:00
Christopher Bruns
c4590a2615
Fix locale string for "sprite billboard faces camera" menu option.
2016-04-30 18:15:28 -04:00
Christopher Bruns
ed6cf6cf1e
Add menu option for new "sprites face camera" mode.
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# Conflicts:
# wadsrc/static/menudef.z
2016-04-30 18:15:28 -04:00
Christopher Bruns
5a33005303
Reorder two billboard rotations, so they work together correctly.
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Fixes #126
# Conflicts:
# src/gl/scene/gl_sprite.cpp
2016-04-30 18:15:27 -04:00
Christopher Bruns
b320787102
Implement new CVAR gl_billboard_faces_camera, which orients sprites toward camera, rather than along view direction.
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# Conflicts:
# gz3doom/GZ3DoomRiftMonitor1.bat
# src/gl/scene/gl_sprite.cpp
# src/gl/scene/gl_stereo3d.cpp
2016-04-30 18:15:27 -04:00
Christoph Oelckers
51991ef22d
* - render partial sprites on the front side of a portal for actors behind it.
2016-04-30 23:18:37 +02:00
Christoph Oelckers
ca95371a27
- fixed: gl_load.c did not handle the GL 2.x fallback for the lack of glGetStringi correctly, if that function was missing it just crashed.
2016-04-30 17:16:16 +02:00
Christoph Oelckers
8011958ebe
Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
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# Conflicts:
# src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
Christoph Oelckers
d84e079282
- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
2016-04-30 16:57:53 +02:00
Christoph Oelckers
c29e96d369
- print buffer info only if the buffer type is used.
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- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8
- fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi.
2016-04-30 16:23:32 +02:00