Christoph Oelckers
3e9b9c280b
- initialize model data at engine start, not at level start.
2014-06-19 15:22:00 +02:00
Christoph Oelckers
412d6499d9
- removed the voxel vertex buffer because it needs to be gone before implementing a model vertex buffer.
2014-06-19 14:46:55 +02:00
Christoph Oelckers
03916d75de
- cleaned up MD3 rendering and merged RenderFrame and RenderFrameInterpolated into one function.
2014-06-19 13:58:49 +02:00
Christoph Oelckers
59522f7065
- simplified MD2 drawing code as preparation for a buffer based implementation.
2014-06-19 13:37:30 +02:00
Chris Robinson
14618cbf30
Remove use of SDL_sound
2014-06-19 04:33:00 -07:00
Chris Robinson
b38589e2dc
Implement and use a libsndfile decoder
2014-06-19 04:13:42 -07:00
Christoph Oelckers
6457ced53f
Merge branch 'master' into Glew_Version_For_Real
2014-06-19 11:57:36 +02:00
Christoph Oelckers
7374cd34cf
Merge branch 'master' of https://github.com/darealshinji/gzdoom
2014-06-19 11:20:47 +02:00
Christoph Oelckers
d30bf6768e
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-19 11:20:38 +02:00
darealshinji
7757755e40
fix detection of libglew library on GNU/Linux
2014-06-19 10:43:37 +02:00
Chris Robinson
5370a1cb46
Add a SoundDecoder base class and a stub method to create one
2014-06-19 01:00:46 -07:00
Chris Robinson
b94a2949e5
Don't use air absorption for being underwater
2014-06-18 23:41:45 -07:00
Chris Robinson
34c9a47435
Fix some typos
2014-06-17 23:11:19 -07:00
Chris Robinson
cd550cf9b6
Merge remote-tracking branch 'origin/master' into openal
2014-06-17 22:08:03 -07:00
Edward Richardson
2d896d2b47
Added wi_autoadvance
...
- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson
a3a7ee569f
Multi-intermission waits for all players + changes
...
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.
- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.
- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.
- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Christoph Oelckers
13c4e993ba
Merge branch 'master' into Glew_Version_For_Real
2014-06-15 21:57:59 +02:00
Christoph Oelckers
5a0f1a882a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-15 21:57:06 +02:00
Christoph Oelckers
965a2a2d79
definition for model vertex buffer.
2014-06-15 21:56:37 +02:00
Chris Robinson
7ff7c151a8
Merge remote-tracking branch 'origin/master' into openal
...
Conflicts:
src/CMakeLists.txt
2014-06-15 12:04:15 -07:00
Chris Robinson
82de7e6357
Convert line-endings
2014-06-15 11:36:49 -07:00
Christoph Oelckers
e6f14b055a
- use buffer based rendering for dynamic light pass and horizon portals.
2014-06-15 20:28:23 +02:00
Chris Robinson
0e21057a2a
Merge remote-tracking branch 'origin/openal' into openal
...
Conflicts:
src/sound/fmodsound.cpp
src/sound/oalsound.cpp
src/sound/oalsound.h
2014-06-15 09:59:24 -07:00
Chris Robinson
160e70f8f2
Fix getting the actual device name
2014-06-15 09:27:00 -07:00
Edward Richardson
2838c4b25b
Prediction was rebuilding too much thinglist data
...
- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
Christoph Oelckers
1aaa1b7bad
- removed gl_usevbo CVAR because with recent code changes it has become useless. If GL_ARB_buffer_storage is present, buffers will always be used.
2014-06-15 12:12:24 +02:00
Christoph Oelckers
ea332383a8
- convert skybox rendering to use the buffer interface.
2014-06-15 11:50:54 +02:00
Christoph Oelckers
6b038a5dae
- fixed: GLPortal::DrawPortalStencil must apply the render state before drawing anything.
2014-06-15 10:30:03 +02:00
Christoph Oelckers
2abf1644a4
- fixed: Plane height changes only updated the first buffered vertex for the respective plane.
2014-06-15 10:18:46 +02:00
Christoph Oelckers
1b91a8f88c
- removed old immediate mode path for generating stencils.
2014-06-15 10:15:44 +02:00
Christoph Oelckers
3644073bbd
- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.
2014-06-15 01:14:41 +02:00
Christoph Oelckers
5b302ed3a6
- added benchmarking calls for glDrawArrays to see how well issunig draw calls performs on different hardware.
2014-06-14 15:16:33 +02:00
Christoph Oelckers
0ce6b40672
- fixed compile error in gl_skydome.cpp
...
- disable GL_ARB_buffer_storage when a -glversion parameter less than 4.0 is given. According to the spec this extension requires 4.0 so if emulating something lower it should not be used.
2014-06-14 14:58:17 +02:00
Christoph Oelckers
5e22c82e79
- use buffer for rendering the sky on all GL versions since the differences for making GL2.0 work are rather small.
2014-06-14 10:38:30 +02:00
Christoph Oelckers
4ad1e0b4cb
Merge branch 'master' into Glew_Version_For_Real
2014-06-14 01:24:45 +02:00
Christoph Oelckers
8d9a90cd22
- rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x.
2014-06-14 01:24:28 +02:00
WChrisK
67c6690689
Added a check that doesn't print empty obituary strings, as wad's that hide obituary strings in multiplayer games end up spamming a lot of empty lines.
2014-06-11 23:30:25 -04:00
Christoph Oelckers
3c0ba494f9
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-11 18:58:42 +02:00
Christoph Oelckers
2d8813a165
- fixed dynamic light definition for Hexen's blue candle.
2014-06-11 18:58:25 +02:00
Edward Richardson
842ef86e73
Don't reset the inventory of dead players
2014-06-09 19:54:40 +12:00
alexey.lysiuk
20adcecb1d
Remove redundant saving of GL nodes if they were loaded from cache
2014-06-02 10:54:52 +02:00
alexey.lysiuk
3e7b0c2916
Fix crash when GL nodes file cannot be opened for writing
...
Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
Christoph Oelckers
9cd074ddf3
- fixed: plane equation vectors must be normalized when being loaded from UDMF.
2014-06-02 10:51:17 +02:00
alexey.lysiuk
96e4cb90b7
Fix crash on attempt to save cached OpenGL nodes on OS X
...
Root permissions are required to be able to create directories inside /Library/Application Support
So user's ~/Library/Application Support is used to store cached nodes
2014-06-01 15:12:41 +03:00
Christoph Oelckers
2ad47935ef
Merge branch 'master' into Glew_Version_For_Real
2014-06-01 12:43:17 +02:00
Christoph Oelckers
7fedaf9221
Merge branch 'master' of https://github.com/rheit/zdoom
2014-06-01 12:39:13 +02:00
alexey.lysiuk
a26fbc74f0
Fix compilation errors in latest texture-related changes
...
GCC and Clang complain about non-POD type passed to variadic function.
2014-06-01 10:27:16 +03:00
Christoph Oelckers
90ac160b70
Merge branch 'upstream2' of https://github.com/Edward850/zdoom
2014-06-01 09:04:37 +02:00
Christoph Oelckers
f1661f1419
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-06-01 09:04:09 +02:00
Edward Richardson
3817bed0b3
Weap scroll could sometimes miss sameslot weapons
...
In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00