Commit graph

110 commits

Author SHA1 Message Date
Christoph Oelckers
506798f134 allow brightmaps and fullbright objects in fog. The reasons why they were disabled no longer exist. 2014-05-11 23:12:28 +02:00
Christoph Oelckers
c47c7421a3 - route all glColor calls through render state.
- add sector links to dynamic lights.
2014-05-11 22:57:42 +02:00
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
b09405a8bd - changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms. 2014-05-10 17:09:43 +02:00
Christoph Oelckers
69af73d9b9 - alternative configuration using GLEW to get extension functions. This requires GL 2.0, though so it won't be promoted to the mainline for the time being.
- removed all pre GL 2.0 support.
2014-04-06 14:35:44 +02:00
Christoph Oelckers
95163e378e - added a fog layer when drawing sprites with render style reverse subtract. 2013-12-05 15:06:10 +01:00
Christoph Oelckers
2885056f46 - moved GLEXT API out of RenderContext struct. 2013-09-03 18:29:39 +02:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00