Christoph Oelckers
c3fb43db3a
Merge branch 'gz-zscript'
2016-12-06 22:47:37 +01:00
Christoph Oelckers
a3ae05299b
- fixed: glPolygonOffset was not called for flat sprites.
2016-12-06 19:17:02 +01:00
Christoph Oelckers
c115c0a5b2
- fixed: Random flicker lights must set up their size on the first tic they are run. If not they will keep the radius of the previous effect which may be too large.
2016-12-06 18:35:34 +01:00
Christoph Oelckers
d04c37101e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-06 12:59:03 +01:00
Christoph Oelckers
17698467d7
- made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option.
2016-12-06 12:58:45 +01:00
Rachael Alexanderson
824705eaca
- Fixed compile errors with maxviewpitch update
2016-12-05 22:32:18 +01:00
Rachael Alexanderson
c53a20aea6
- Notify gamesim of maxviewpitch change.
2016-12-05 22:32:18 +01:00
Christoph Oelckers
daf1a40521
- allow swapping the order of gl_finish and SwapBuffers calls, because some cards do not seem to like the correct order.
2016-12-03 20:09:25 +01:00
Christoph Oelckers
834802def3
- sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones.
2016-12-03 19:49:32 +01:00
Christoph Oelckers
5dd63a86cf
- removed excess arguments for IMPLEMENT_CLASS.
2016-12-03 18:59:28 +01:00
Christoph Oelckers
34970c9b9c
- removed hexenglobal include from GL files.
2016-12-03 18:49:52 +01:00
Christoph Oelckers
b3b5cb2fa4
- fixed: Lines with both sides in the same sector but an active portal may not be discarded early.
2016-11-17 23:13:17 +01:00
Christoph Oelckers
3a2d0e3486
- copied all necessary adjustments from the test branch in the QZDoom repo.
2016-11-15 11:49:27 +01:00
nashmuhandes
970c750daa
Added OpenGL support to the underwater view blend scalar option.
2016-11-11 18:08:47 +08:00
Rachael Alexanderson
d36993a03b
- Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues.
2016-11-08 15:05:23 -05:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705
- fixed checks in sprite sorting logic. There were some missing parentheses.
2016-10-23 19:08:43 +02:00
Christoph Oelckers
96437d95fa
- use the new ZDoom code for retrieving a sky's cap color to avoid redundancies.
2016-10-20 10:36:23 +02:00
Christoph Oelckers
6a6263a614
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-10-16 09:13:19 +02:00
Christoph Oelckers
59576e6d23
- use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time.
2016-10-16 09:12:43 +02:00
alexey.lysiuk
c3ced5842a
Added multithreaded upscaling with xBRZ (macOS only)
2016-10-14 17:14:49 +03:00
alexey.lysiuk
58d44e89c9
Use single helper for xBRZ scalers
2016-10-14 17:03:26 +03:00
Major Cooke
41bf9def80
GZDoom compatibility for PSPF_FLIP.
2016-10-11 20:18:06 -05:00
alexey.lysiuk
7510ad1635
Fixed missing fake floors in deferred buffer mode
...
wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00
Christoph Oelckers
dde25820e2
- fixed winding of voxel polygons.
2016-10-11 09:08:31 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Major Cooke
0e9f808c8a
Fixed: FLATSPRITES were drawn backwards.
2016-10-04 10:05:57 -05:00
alexey.lysiuk
5d99e7dafe
Fixed compilation on platforms other than Windows
2016-10-03 22:13:33 +03:00
Christoph Oelckers
7ab7fc9a57
- seems I missed this part...
2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756
Delete unused new BlitFromEyeTexture() method I ended up not using.
2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5
Partial implementation of row interlaced mode.
2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
Christoph Oelckers
cfa6b817b5
- made bloom and tonemap settings game specific and save all related CVARs.
...
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers
b75395aa74
- fixed: Screen size update coordinates were copied into the wrong buffer location.
2016-09-28 09:25:48 +02:00
Christoph Oelckers
750c194959
- changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
...
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
Christoph Oelckers
8907a8bfe8
- fixed incorrect function name in sprites drawer.
...
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Major Cooke
561edd31ec
Added check for angle visibility for GZDoom.
2016-09-24 09:29:00 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6
- fixed winding of voxel polygons.
2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c
- fixed: DTA_ColorOverlay was not properly handled by F2DDrawer.
2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e
- use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting.
2016-09-22 10:00:40 +02:00
Christopher Bruns
2e8d2ed626
Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working.
2016-09-22 09:25:49 +02:00