Commit graph

8557 commits

Author SHA1 Message Date
Christoph Oelckers
a280c20b4e - fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound. 2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a - found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown. 2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f - separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order. 2014-08-30 13:04:41 +02:00
Christoph Oelckers
8f238f8d32 - fixed: the Revenant's frame duration in its missile state were wrong. 2014-08-27 11:06:12 +02:00
Christoph Oelckers
1d2aa3df0c fixed: The wait console command waited one tic too many because it got 1 added to it twice instead of only once. 2014-08-25 10:51:50 +02:00
Christoph Oelckers
a903cbe12e - sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp. 2014-08-24 13:10:45 +02:00
Christoph Oelckers
bf03d02228 - print OpenGL profile type in startup log. 2014-08-24 01:09:44 +02:00
Christoph Oelckers
904cc2e158 - some code cleanup. 2014-08-23 18:54:24 +02:00
alexey.lysiuk
51d7340288 Fixed crash on music volume change when no track is played using FluidSynth device 2014-08-23 16:35:05 +03:00
Christoph Oelckers
5364116354 - fixed: APROP_Friendly did not manage monster counting correctly. 2014-08-23 13:24:15 +02:00
Christoph Oelckers
bf6079af46 - fixed incorrect check for overrideshader. 2014-08-23 00:47:05 +02:00
Christoph Oelckers
1050013017 major cleanup of the texture manager:
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
7a727b6807 Merge branch 'master' into v2.x 2014-08-21 13:44:41 +02:00
Christoph Oelckers
816999109e Merge branch 'master' of https://github.com/rheit/zdoom 2014-08-21 13:42:43 +02:00
Christoph Oelckers
eebd5c9d4d - fixed bad edit in linedef translation. 2014-08-21 13:38:47 +02:00
Christoph Oelckers
df0d3543a8 - fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Christoph Oelckers
d794d9651f Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-08-21 12:08:24 +02:00
Christoph Oelckers
274a4216ea - disabling inlining in the GL loader produces an executable that's 8kb smaller. 2014-08-21 11:47:53 +02:00
Christoph Oelckers
78815a9601 -we need this, too. 2014-08-21 11:29:43 +02:00
Christoph Oelckers
e132fc5eed - replaced GLEW with GLLoadGen for GL access. This allows to have a header that only contains what's actually required, namely OpenGL 3.3 plus glBegin and glEnd which are the only compatibility functions needed for the fallback render path.
GLEW has two major problems:

- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
2014-08-21 11:02:46 +02:00
Edward Richardson
07d7f690e8 Non-wall sprites need their original depth checks 2014-08-21 20:03:17 +12:00
Christoph Oelckers
6f65bccf1c - reinstated the far superior assembly HQnX version for Visual C++. 2014-08-20 12:45:33 +02:00
Christoph Oelckers
86d37e06f9 - lowered requirements of GL 2.x to OpenGL 3.3.
There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers.
For the dynamic light buffer today's changes take care of that problem.
For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated.

To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension.
If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions.

This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver.
In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying.

A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
2014-08-19 15:56:33 +02:00
Christoph Oelckers
a2dc4afe3f - screwed by the editor's autocompletion... (wrong GL flag was used...) 2014-08-19 14:25:47 +02:00
Christoph Oelckers
00d7707aef - allow reallocation of light buffer if more lights are needed.
- added a light preprocessing pass to the renderer so that a non-persistent buffer can be used with minimal mapping/unmapping. This only gets used if necessary because it adds some overhead to the renderer.
2014-08-19 14:18:21 +02:00
Christoph Oelckers
38796e7714 - removed some obsolete and useless GL calls. 2014-08-17 11:41:03 +02:00
alexey.lysiuk
9479a89b66 Fixed crash on Release targets 2014-08-16 13:55:05 +03:00
alexey.lysiuk
cbe6cf2d41 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-08-16 13:28:55 +03:00
alexey.lysiuk
b461000795 Fixed crash on opening 7z/LZMA archives, x64 only
With Position Independent Code (PIC) enabled on x64, non-MSVC compilers use wrong inline assembly for cpuid
2014-08-13 22:46:08 +03:00
Christoph Oelckers
5d6ef5cb16 Merge branch 'master' into v2.x 2014-08-11 13:19:42 +02:00
Christoph Oelckers
c30cfb3190 Merge branch 'master' of https://github.com/rheit/zdoom 2014-08-11 13:18:21 +02:00
Christoph Oelckers
f482dc094d fixed: R_PointOnSideSlow had precision issues with very short lines.
When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
2014-08-11 12:27:04 +02:00
Christoph Oelckers
48163de8e2 must include doomdef.h in cmdlib.h to get TICRATE. 2014-08-11 11:47:14 +02:00
Christoph Oelckers
f0eccb9d15 - BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses. 2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4 fixed time printing.
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
alexey.lysiuk
96a3e0f729 Set more descriptive name for SDL source files list in CMake file 2014-08-10 12:30:19 +03:00
alexey.lysiuk
2649b4c26a Moved render buffer options definition to own header file
This is needed for GZDoom
2014-08-10 11:22:20 +03:00
alexey.lysiuk
f8dfdbd4a4 Extracted fullscreen and windowed modes handling to separate methods 2014-08-10 11:12:35 +03:00
alexey.lysiuk
406ee9234a Added two SDL functions needed for GZDoom 2014-08-09 16:27:07 +03:00
alexey.lysiuk
efdfeeec90 Distinguish SDL and Cocoa back-ends in startup log 2014-08-09 15:51:39 +03:00
alexey.lysiuk
b6404180bb Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-08-09 13:34:06 +03:00
alexey.lysiuk
18c9caf68d Enhanced Cocoa version of IWAD picker window
Added ability to specify custom command line parameters
Added ability to browse for user files
Improved handling of restart console command
Improved layout for window
2014-08-09 13:32:32 +03:00
alexey.lysiuk
82e8c514e9 Renamed SDL specific source file with GUI related code 2014-08-09 13:20:52 +03:00
Christoph Oelckers
1fcde91298 - BlueShadow's GetArmorInfo submission. 2014-08-08 09:25:35 +02:00
Randy Heit
bf0856aef5 Remove DepthScale and DepthOrg from FWallTmapVals 2014-08-07 22:58:11 -05:00
Randy Heit
891b3da103 Remove extra magnitude from magic texture mapping values
- These used to be fixed point, but now they're floating point, so the
  excess magnitude is unneeded.
2014-08-07 22:43:23 -05:00
Randy Heit
fefe6aa2c1 Specie -> Species
- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
  capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632 Merge branch 'master' of github.com:rheit/zdoom 2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d Don't clamp SHADE2LIGHT
- Light levels aren't stored in bytes anymore, so there's no reason to
  clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00